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*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8152382" data-attributes="member: 42582"><p>I don't really know Exalted. [USER=16586]@Campbell[/USER] does.</p><p></p><p>But the example of a mechanic where one's PC can be required to act valorously, and there is a cost to buying that off, sounds a bit like Pendragon and maybe also a bit like a compel in Fate. (In Pendragon there's no resource that can be spent to buy off the compel.)</p><p></p><p>The Dying Earth has a similar mechanic where a PC has a rating in 6 weaknesses (I can't remember the technical label, nor all of them - but gluttony and rakishness are two, and I'm pretty sure greed is probably in there as well). The GM can call for a check, and the player has only a limited budget to spend on re-rolls if the resistance check fails.</p><p></p><p>Classic Traveller has morale for PCs as well as NPCs, and a fail can't be bought off. Burning Wheel has Steel which is a bit like morale but with the GM having more discretion to call for checks; in BW there is no "buying off" a failure but the players have resources they can spend to manipulate their dice pool so as to enhance the prospect of success.</p><p></p><p>The general function of this sort of mechanic - as I see it - is to help bring it about that the PCs' actions conform to the ingame situation as seen through the lens of personality and genre. So CT has morale - there is a somewhat military focus to the setting and the game - but not greed - the game allows players to take a "rational actor" approach towards acquiring riches. You probably wouldn't want morale as a player-side mechanic in a game aimed at providing a Star Wars-like experience.</p><p></p><p>In most of these systems players can make some build choices that will help either increase their chance of success or mitigate the consequences of failure: CT is an exception because of the random nature of PC gen.</p><p></p><p>I don't think anyone thinks that when the morale dice tell you that your CT PC is breaking in combat that that is a high moment of player agency. But that doesn't stop the overall play experience being one of high player agency. Most of the time at the table in a CT game is not going to be spent with the PC in the condition of having just failed a morale check.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8152382, member: 42582"] I don't really know Exalted. [USER=16586]@Campbell[/USER] does. But the example of a mechanic where one's PC can be required to act valorously, and there is a cost to buying that off, sounds a bit like Pendragon and maybe also a bit like a compel in Fate. (In Pendragon there's no resource that can be spent to buy off the compel.) The Dying Earth has a similar mechanic where a PC has a rating in 6 weaknesses (I can't remember the technical label, nor all of them - but gluttony and rakishness are two, and I'm pretty sure greed is probably in there as well). The GM can call for a check, and the player has only a limited budget to spend on re-rolls if the resistance check fails. Classic Traveller has morale for PCs as well as NPCs, and a fail can't be bought off. Burning Wheel has Steel which is a bit like morale but with the GM having more discretion to call for checks; in BW there is no "buying off" a failure but the players have resources they can spend to manipulate their dice pool so as to enhance the prospect of success. The general function of this sort of mechanic - as I see it - is to help bring it about that the PCs' actions conform to the ingame situation as seen through the lens of personality and genre. So CT has morale - there is a somewhat military focus to the setting and the game - but not greed - the game allows players to take a "rational actor" approach towards acquiring riches. You probably wouldn't want morale as a player-side mechanic in a game aimed at providing a Star Wars-like experience. In most of these systems players can make some build choices that will help either increase their chance of success or mitigate the consequences of failure: CT is an exception because of the random nature of PC gen. I don't think anyone thinks that when the morale dice tell you that your CT PC is breaking in combat that that is a high moment of player agency. But that doesn't stop the overall play experience being one of high player agency. Most of the time at the table in a CT game is not going to be spent with the PC in the condition of having just failed a morale check. [/QUOTE]
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