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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8158891" data-attributes="member: 42582"><p>I think I've been crystal clear for the whole thread that I am referring to <em>agency over the shared fiction</em>. If the shared fiction consists to a significant extent of <em>the content of the GM's notes </em>then I don't think the players have a high degree of agency over it. Their primary function becomes <em>taking exploration-type actions that prompt the GM to reveal some of that content in his/her notes</em>. A really clear example of this sort of thing is a traditional CoC module.</p><p></p><p>The more the activity of play moves away from those exploration-type, prompting actions towards actions that realise player-generated agendas, the greater (in all likelihood) the player agency over the shared fiction. Suppose that player-generated agenda requires a secret way through a particular wall: if this now turns back into a <em>learn what the GM has decided about secret ways through this wall</em> then play is returning to a lower player agency mode. A system like Burning Wheel, and in a different way Dungeon World, is intended (in part) to avoid such a return.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8158891, member: 42582"] I think I've been crystal clear for the whole thread that I am referring to [I]agency over the shared fiction[/I]. If the shared fiction consists to a significant extent of [I]the content of the GM's notes [/I]then I don't think the players have a high degree of agency over it. Their primary function becomes [I]taking exploration-type actions that prompt the GM to reveal some of that content in his/her notes[/I]. A really clear example of this sort of thing is a traditional CoC module. The more the activity of play moves away from those exploration-type, prompting actions towards actions that realise player-generated agendas, the greater (in all likelihood) the player agency over the shared fiction. Suppose that player-generated agenda requires a secret way through a particular wall: if this now turns back into a [I]learn what the GM has decided about secret ways through this wall[/I] then play is returning to a lower player agency mode. A system like Burning Wheel, and in a different way Dungeon World, is intended (in part) to avoid such a return. [/QUOTE]
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