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A Question Of Agency?
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<blockquote data-quote="FrogReaver" data-source="post: 8160091" data-attributes="member: 6795602"><p>Yes it is.</p><p></p><p>But the looking for a bridge isn't the part of the process/subloop that I'm objecting to. It's 1) Doing it outside the present so that the present is affected and 2) the player calling for a "flashback" to begin with.</p><p></p><p></p><p></p><p>If by gameplay, you mean can a sheer mechanical process handle both of those elements. Then yes! But those elements are different and it's those differences that are where the issue lies. Swimming simply requires your character and the element of the river that has already been established. Raftbuilding leaves the question open of whether you can find materials. But even finding the materials provided that your in an environment suitable for materials to exists and then to build the raft. In both cases it's a test against your characters capabilities. But then we come to the last example where you cause the party to meet a friend or former comrade. There's no trait that makes a person more capable of running into former comrades and so a mechanic that basically allows this very thing breaks the normal flow. </p><p></p><p>Normal flow being: current fiction -> character action -> mechanic resolves -> updated fiction</p><p></p><p>The flow here being: current fiction -> invoke mechanic -> updated fiction (including adding the NPC's, the characters action/interaction with them and the outcome of that interaction including any complications)</p><p></p><p>For me this violates game integrity of the game by having the mechanics drive what's happening instead of the character actions driving that. I mean, what action did the character take to cause the meeting with a friend or comrade to happen?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8160091, member: 6795602"] Yes it is. But the looking for a bridge isn't the part of the process/subloop that I'm objecting to. It's 1) Doing it outside the present so that the present is affected and 2) the player calling for a "flashback" to begin with. If by gameplay, you mean can a sheer mechanical process handle both of those elements. Then yes! But those elements are different and it's those differences that are where the issue lies. Swimming simply requires your character and the element of the river that has already been established. Raftbuilding leaves the question open of whether you can find materials. But even finding the materials provided that your in an environment suitable for materials to exists and then to build the raft. In both cases it's a test against your characters capabilities. But then we come to the last example where you cause the party to meet a friend or former comrade. There's no trait that makes a person more capable of running into former comrades and so a mechanic that basically allows this very thing breaks the normal flow. Normal flow being: current fiction -> character action -> mechanic resolves -> updated fiction The flow here being: current fiction -> invoke mechanic -> updated fiction (including adding the NPC's, the characters action/interaction with them and the outcome of that interaction including any complications) For me this violates game integrity of the game by having the mechanics drive what's happening instead of the character actions driving that. I mean, what action did the character take to cause the meeting with a friend or comrade to happen? [/QUOTE]
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