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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8153232" data-attributes="member: 7025508"><p>But the difference exist only in the GM's head. No one else will know if the consequence they introduced was truly generated on the spot as response to the player's action or whether it was preplanned and they were just waiting for a convenient place to drop it in, and as they frame the scenes they have plenty of opportunity to make it very likely that an appropriate moment arises.</p><p></p><p></p><p>I am not only looking at single moments, I'm looking at overall trajectory. But perhaps I'm missing something. In your example, who decided it was haunted mansion, who decided the guard was there and what kind of guard they were who decided what was in the room? How did the characters even end up in the room?</p><p></p><p></p><p>Yes, but a lot of them are still rather vague and open to interpretation. I did not even find any firm guidelines for which harm level GM should assign. Maybe I'm missing something here, as it seems rather arbitrary.</p><p></p><p></p><p>I believe that you didn't intend to direct the player, but it wouldn't have necessarily looked any different if you had. This again is a difference that only exist in GM's head, only they know what they intended to do.</p><p></p><p></p><p>The fact that the player could have poked some other object and that would have become important and caused some other, perhaps cosmetically differnt complication is what makes it feel to me that the player agency here is rather illusory. Except not really, because the players know it is an illusion... As a player this would bother me. It would bother me that I am obviously generating the imaginary reality which makes it obviously fake. </p><p>I am sure that a lot of people won't get this complaint, not all people think these things in the same way.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8153232, member: 7025508"] But the difference exist only in the GM's head. No one else will know if the consequence they introduced was truly generated on the spot as response to the player's action or whether it was preplanned and they were just waiting for a convenient place to drop it in, and as they frame the scenes they have plenty of opportunity to make it very likely that an appropriate moment arises. I am not only looking at single moments, I'm looking at overall trajectory. But perhaps I'm missing something. In your example, who decided it was haunted mansion, who decided the guard was there and what kind of guard they were who decided what was in the room? How did the characters even end up in the room? Yes, but a lot of them are still rather vague and open to interpretation. I did not even find any firm guidelines for which harm level GM should assign. Maybe I'm missing something here, as it seems rather arbitrary. I believe that you didn't intend to direct the player, but it wouldn't have necessarily looked any different if you had. This again is a difference that only exist in GM's head, only they know what they intended to do. The fact that the player could have poked some other object and that would have become important and caused some other, perhaps cosmetically differnt complication is what makes it feel to me that the player agency here is rather illusory. Except not really, because the players know it is an illusion... As a player this would bother me. It would bother me that I am obviously generating the imaginary reality which makes it obviously fake. I am sure that a lot of people won't get this complaint, not all people think these things in the same way. [/QUOTE]
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