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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8157360" data-attributes="member: 6785785"><p>Right. My point is that I’m not trying to guess at what kind of play you’re talking about. I very much understand it.</p><p></p><p></p><p></p><p>I think it’s more than that. The game does give some narrative control in some ways, but it’s more about the way the game functions and how much it puts in front of the player. All dice are rolled by the players. Players get to choose the relevant Action that they’ll roll. They state the goal of the action. The GM then sets Position and Effect, but the players are encouraged to offer their input. The players have a lot of resources they can bring to bear on an action; they can Push for an extra die or for Effect, they can get an Assist from a teammate, they can accept a Devil’s Bargain.</p><p></p><p>The GM doesn’t wield power to unilaterally declare a failure. Their focus is more on crafting consequences; establishing risks and inflicting consequences.</p><p></p><p>Even just the content of a session. In my game this week, there was nothing that was set prior to the session. We had some possible ideas of what the crew may do based on prior events. The players decided that they needed to make some coin so that they could improve their crew’s standing. So we quickly established some possible means for high paying scores. This put them at odds with a new faction, one if high standing. They wound up making a good amount of coin, but now they’ve annoyed a powerful faction. One I hadn’t previously introduced and only came into the mix because they needed a lucrative target.</p><p></p><p>All this is to say that any narrative power held by the players is in addition to these things.</p><p></p><p></p><p></p><p>I think any attempt to railroad things in Blades would be obvious to the participants. This is why I’m of the opinion that it contains all the agency if the kind you’re describing (autonomy as [USER=16586]@Campbell[/USER] phrased it) and then also the kind I’ve been describing.</p><p></p><p>You should try it out some time. I think a lot of it is easier to grasp once you see it in play.</p><p></p><p></p><p></p><p>I don’t think that it does so in any meaningful way.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8157360, member: 6785785"] Right. My point is that I’m not trying to guess at what kind of play you’re talking about. I very much understand it. I think it’s more than that. The game does give some narrative control in some ways, but it’s more about the way the game functions and how much it puts in front of the player. All dice are rolled by the players. Players get to choose the relevant Action that they’ll roll. They state the goal of the action. The GM then sets Position and Effect, but the players are encouraged to offer their input. The players have a lot of resources they can bring to bear on an action; they can Push for an extra die or for Effect, they can get an Assist from a teammate, they can accept a Devil’s Bargain. The GM doesn’t wield power to unilaterally declare a failure. Their focus is more on crafting consequences; establishing risks and inflicting consequences. Even just the content of a session. In my game this week, there was nothing that was set prior to the session. We had some possible ideas of what the crew may do based on prior events. The players decided that they needed to make some coin so that they could improve their crew’s standing. So we quickly established some possible means for high paying scores. This put them at odds with a new faction, one if high standing. They wound up making a good amount of coin, but now they’ve annoyed a powerful faction. One I hadn’t previously introduced and only came into the mix because they needed a lucrative target. All this is to say that any narrative power held by the players is in addition to these things. I think any attempt to railroad things in Blades would be obvious to the participants. This is why I’m of the opinion that it contains all the agency if the kind you’re describing (autonomy as [USER=16586]@Campbell[/USER] phrased it) and then also the kind I’ve been describing. You should try it out some time. I think a lot of it is easier to grasp once you see it in play. I don’t think that it does so in any meaningful way. [/QUOTE]
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