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*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Campbell" data-source="post: 8157187" data-attributes="member: 16586"><p>I still do not consider the obsession some folks have with narrative control vis a vis this topic. Narrative tools may be utilized to achieve agency over the shared fiction, but are certainly not required. What I think is required is the ability to oblige other players to accept valid contributions to the fiction. Like if I have the fictional positioning so that it would be credible for me to kill the orc, I skillfully make use of it by saying I stab him in the back with my sword while he is engaged with another player's character, and the mechanics say that should die then the orc should die. Just being able to attempt it or suggest it is not enough. There needs to be something binding there - either socially or mechanically. I do not care which.</p><p></p><p>The two games I consider the most agency rich - Apocalypse World and Sorcerer - lack any sort of narrative tools that players can choose to call on. Several games I consider less agency rich have them in spades.</p><p></p><p>In the interest of transparency I will admit I have pretty much zero interest personally in exploration for it's own sake. I value sandbox gaming pretty much because of the layered strategy involved. Here's my Gamer Motivation Profile if it helps.</p><p></p><p>[URL unfurl="true"]https://apps.quanticfoundry.com/profiles/gamerprofile/1367307045c642d0a7653b41410cfca9/[/URL]</p></blockquote><p></p>
[QUOTE="Campbell, post: 8157187, member: 16586"] I still do not consider the obsession some folks have with narrative control vis a vis this topic. Narrative tools may be utilized to achieve agency over the shared fiction, but are certainly not required. What I think is required is the ability to oblige other players to accept valid contributions to the fiction. Like if I have the fictional positioning so that it would be credible for me to kill the orc, I skillfully make use of it by saying I stab him in the back with my sword while he is engaged with another player's character, and the mechanics say that should die then the orc should die. Just being able to attempt it or suggest it is not enough. There needs to be something binding there - either socially or mechanically. I do not care which. The two games I consider the most agency rich - Apocalypse World and Sorcerer - lack any sort of narrative tools that players can choose to call on. Several games I consider less agency rich have them in spades. In the interest of transparency I will admit I have pretty much zero interest personally in exploration for it's own sake. I value sandbox gaming pretty much because of the layered strategy involved. Here's my Gamer Motivation Profile if it helps. [URL unfurl="true"]https://apps.quanticfoundry.com/profiles/gamerprofile/1367307045c642d0a7653b41410cfca9/[/URL] [/QUOTE]
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