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A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8152391" data-attributes="member: 42582"><p>I also see it as an attempt to move beyond "rational actor" approaches to play, but without violating the Czege Principle in the way that was discussed upthread - ie the <em>player </em>decides whether or not his/her PC is tempted or provoked or whatever and then likewise just <em>decides</em> whether to succumb or resist. So the player can find him-/herself having to play a PC that responded in non-rational ways to the situation about them.</p><p></p><p>There are other devices that can be used instead. Eg in Apocalypse World if an attempt to Seduce/Manipulate a PC is used then the player gains an incentive (XP) to do what was asked and/or (depending on degree of success) an incentive (debuff) not to act otherwise. This attempts to align the player's rational motivations at the table with the character's irrational response, thus removing or at least reducing the gap I've pointed to between rational and non-rational responses.</p><p></p><p>Cortex+ Heroic uses a very different resolution mechanic from AW but in these contexts the upshot is similar: a successful influence attempt against a PC imposes a debuff that applies to actions that are contrary to what the influencer desired.</p><p></p><p>A slightly different point: upthread I think someone ([USER=7025508]@Crimson Longinus[/USER]) worried that the Exalted mechanic will force players into suicidal duels and the like. Now I don't know what the GMing principles are in Exalted, nor how it establishes consequences. But in systems that I'm familiar with, like BW, Prince Valiant and Cortex+ Heroic and even Classic Traveller there are a range of system components that will tend to mean that this is not the case.</p><p></p><p>Perhaps the PC will lose a duel and then be taken prisoner for ransom, but that's the sort of thing that's meant to happen in a game of valorous heroes of great appetite and great passion!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8152391, member: 42582"] I also see it as an attempt to move beyond "rational actor" approaches to play, but without violating the Czege Principle in the way that was discussed upthread - ie the [I]player [/I]decides whether or not his/her PC is tempted or provoked or whatever and then likewise just [I]decides[/I] whether to succumb or resist. So the player can find him-/herself having to play a PC that responded in non-rational ways to the situation about them. There are other devices that can be used instead. Eg in Apocalypse World if an attempt to Seduce/Manipulate a PC is used then the player gains an incentive (XP) to do what was asked and/or (depending on degree of success) an incentive (debuff) not to act otherwise. This attempts to align the player's rational motivations at the table with the character's irrational response, thus removing or at least reducing the gap I've pointed to between rational and non-rational responses. Cortex+ Heroic uses a very different resolution mechanic from AW but in these contexts the upshot is similar: a successful influence attempt against a PC imposes a debuff that applies to actions that are contrary to what the influencer desired. A slightly different point: upthread I think someone ([USER=7025508]@Crimson Longinus[/USER]) worried that the Exalted mechanic will force players into suicidal duels and the like. Now I don't know what the GMing principles are in Exalted, nor how it establishes consequences. But in systems that I'm familiar with, like BW, Prince Valiant and Cortex+ Heroic and even Classic Traveller there are a range of system components that will tend to mean that this is not the case. Perhaps the PC will lose a duel and then be taken prisoner for ransom, but that's the sort of thing that's meant to happen in a game of valorous heroes of great appetite and great passion! [/QUOTE]
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