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A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8159507" data-attributes="member: 42582"><p>You said:</p><p>The assertion that I've bolded is contentious.</p><p></p><p>I think that if you have not read the rules text of a game, and have not played it, and have not played other games that are similar to it or that it is inspired by, then your analysis would necessarily have to be very tentative and very broad-brush. Experience with playing a game is absolutely the best way to understand how it supports player agency.</p><p></p><p>When [USER=6696971]@Manbearcat[/USER] makes posts about American football, a sport/game about which I know almost nothing, I don't try to second-guess him. When someone else from the US disagrees with him about his analysis, I stand back. It's a conversation I have nothing to contribute to.</p><p></p><p>You may have noticed that [USER=16586]@Campbell[/USER] and I disagree on the degree to which Cortex+ Heroic/MHRP is story vs character advocacy. I'm fairly confident in my view - it is based on my experience (which I think, perhaps wrongly) is more than Campbell's. Maybe Campbell has played the system with a group that is more influenced by Fate than me - no one in my group has ever played Fate and I suspect I'm the only one in our group who's even heard of it. In any event, I would expect someone who's never played the system or who's never even read the rules for it to hold off from intervening and telling [USER=16586]@Campbell[/USER] which of us is correct.</p><p></p><p>I just played a session of Classic Traveller today. At one stage the question came up about how the PCs' group in our game resembled a "traditional" or "typical" Traveller table. My comment was that the typical Traveller table existed in the late 70s/early 80s and I don't really know what it looked like. (In our game the PCs' group is currently close to 20 individuals.) My GMing of Traveller is influenced by my own reading of the 1977 rules, plus my knowledge of Apocalypse World and the fact that the Traveller rules lend themselves to being read as PbtA-style "moves" ie <strong>when you do such-and-such</strong>, make such-and-such a roll. In today's session "moves snowballed" in a fashion adversely to the PCs, so that an attempt by one key PC with another PC offsider to steal the NPC rivals' air/raft and infiltrate the alien ruins ended up with the key PC taken prisoner by the rivals while the offsider changed sides.</p><p></p><p>Is that typical of how Traveller was played c 1980? I have no real idea, though I suspect probably not. Is it the way most contemporary Traveller posters play the game? Probably not. Is it a way that Traveller can be played? Absolutely. When I talk about player agency in Classic Traveller, I'm talking about my own game and experiences.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8159507, member: 42582"] You said: The assertion that I've bolded is contentious. I think that if you have not read the rules text of a game, and have not played it, and have not played other games that are similar to it or that it is inspired by, then your analysis would necessarily have to be very tentative and very broad-brush. Experience with playing a game is absolutely the best way to understand how it supports player agency. When [USER=6696971]@Manbearcat[/USER] makes posts about American football, a sport/game about which I know almost nothing, I don't try to second-guess him. When someone else from the US disagrees with him about his analysis, I stand back. It's a conversation I have nothing to contribute to. You may have noticed that [USER=16586]@Campbell[/USER] and I disagree on the degree to which Cortex+ Heroic/MHRP is story vs character advocacy. I'm fairly confident in my view - it is based on my experience (which I think, perhaps wrongly) is more than Campbell's. Maybe Campbell has played the system with a group that is more influenced by Fate than me - no one in my group has ever played Fate and I suspect I'm the only one in our group who's even heard of it. In any event, I would expect someone who's never played the system or who's never even read the rules for it to hold off from intervening and telling [USER=16586]@Campbell[/USER] which of us is correct. I just played a session of Classic Traveller today. At one stage the question came up about how the PCs' group in our game resembled a "traditional" or "typical" Traveller table. My comment was that the typical Traveller table existed in the late 70s/early 80s and I don't really know what it looked like. (In our game the PCs' group is currently close to 20 individuals.) My GMing of Traveller is influenced by my own reading of the 1977 rules, plus my knowledge of Apocalypse World and the fact that the Traveller rules lend themselves to being read as PbtA-style "moves" ie [b]when you do such-and-such[/b], make such-and-such a roll. In today's session "moves snowballed" in a fashion adversely to the PCs, so that an attempt by one key PC with another PC offsider to steal the NPC rivals' air/raft and infiltrate the alien ruins ended up with the key PC taken prisoner by the rivals while the offsider changed sides. Is that typical of how Traveller was played c 1980? I have no real idea, though I suspect probably not. Is it the way most contemporary Traveller posters play the game? Probably not. Is it a way that Traveller can be played? Absolutely. When I talk about player agency in Classic Traveller, I'm talking about my own game and experiences. [/QUOTE]
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