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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8158261"><p>Sometimes I like games that have more crunch or more elaboration on these kinds of tactical choices. But I will say, one reason I enjoy going to to the stripped down, real OD&D style retroclone material, is because so much of it brings back that early experience I had playing where the player could propose just about anything, and exactly because there wasn't a clear mechanic for it in every case, the GM had to come up with a way that fit that exact suggestion as best as possible on the spot (which is where I think the whole human referee being more adaptable than a system feels more empowering to me as a player at times). Again, I don't have anything against systems that include things like creating an advantage. Lots of games have those kinds of tools. And I have myself, shifted back and forth over the years in terms of preference for more robust systems to more stripped down systems. As I get older though, I really find myself sticking more and more with stripped down, have only the rules you absolutely need to play, and leave everything else to rulings by the GM (which isn't simple fiat of yes you can or no you can't, but usually the GM figuring out the most suitable method to adjudicate on the spot-----which could be give me a Dexterity roll followed by an attack, could be an automatic bonus to the attack, etc). It just lets you interact very directly with the environment sometimes when you choices are not constrained by those kinds of rules. Yes having create an advantage can be empowering in that it gives you a clear lever, but it also does mean, that is the lever you are going to use. A lot of nuanced and different actions can get folded into that one thing.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8158261"] Sometimes I like games that have more crunch or more elaboration on these kinds of tactical choices. But I will say, one reason I enjoy going to to the stripped down, real OD&D style retroclone material, is because so much of it brings back that early experience I had playing where the player could propose just about anything, and exactly because there wasn't a clear mechanic for it in every case, the GM had to come up with a way that fit that exact suggestion as best as possible on the spot (which is where I think the whole human referee being more adaptable than a system feels more empowering to me as a player at times). Again, I don't have anything against systems that include things like creating an advantage. Lots of games have those kinds of tools. And I have myself, shifted back and forth over the years in terms of preference for more robust systems to more stripped down systems. As I get older though, I really find myself sticking more and more with stripped down, have only the rules you absolutely need to play, and leave everything else to rulings by the GM (which isn't simple fiat of yes you can or no you can't, but usually the GM figuring out the most suitable method to adjudicate on the spot-----which could be give me a Dexterity roll followed by an attack, could be an automatic bonus to the attack, etc). It just lets you interact very directly with the environment sometimes when you choices are not constrained by those kinds of rules. Yes having create an advantage can be empowering in that it gives you a clear lever, but it also does mean, that is the lever you are going to use. A lot of nuanced and different actions can get folded into that one thing. [/QUOTE]
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