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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8158898"><p>But how you view this boils down a fundamental difference in our core assumption of play ( I think). Don't get me wrong, some games I like having lots of martial options. Heck I made a wuxia game with literally hundreds of kung fu techniques in it. But, I don't see all those kung fu techniques adding more agency. And to be clear, I understand what apocalypse world is doing, isn't buidling more crunch into combat, just using this as an example of having more choices in combat. If I want 100 percent maximum agency, in my opinion, the best way would be to have as few mechanics as possible, and to just let the player say what they try to do based on their character, and have the GM figure out on the fly what that does and how to resolve it mechanically (a ruling). Again, I haven't played apocalypse world, so I can't weigh in on its approach specifically. But I do think there is a big divide here over the role that GM rulings play (which is a crucial concept in sandbox, and a lot broader and more involved than in other styles of play IMO----there are pages and pages of blog entries and discussion on rulings alone).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8158898"] But how you view this boils down a fundamental difference in our core assumption of play ( I think). Don't get me wrong, some games I like having lots of martial options. Heck I made a wuxia game with literally hundreds of kung fu techniques in it. But, I don't see all those kung fu techniques adding more agency. And to be clear, I understand what apocalypse world is doing, isn't buidling more crunch into combat, just using this as an example of having more choices in combat. If I want 100 percent maximum agency, in my opinion, the best way would be to have as few mechanics as possible, and to just let the player say what they try to do based on their character, and have the GM figure out on the fly what that does and how to resolve it mechanically (a ruling). Again, I haven't played apocalypse world, so I can't weigh in on its approach specifically. But I do think there is a big divide here over the role that GM rulings play (which is a crucial concept in sandbox, and a lot broader and more involved than in other styles of play IMO----there are pages and pages of blog entries and discussion on rulings alone). [/QUOTE]
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