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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8162604"><p>Again this isn't an accurate description of the style. The players are themselves not generating setting content, that is for sure, but through their characters they are impacting the setting. And having a somewhat concrete setting is one of the things that allows them to change it. That does not mean things are not introduced on the fly, or that random procedures are not invoked to determine content. Those things are present too. But my point was, many of the important details of the setting, are there before the players interact with them. And the only reason I made that point, was to demonstrate that in this style, things can be real in the setting, before they become part of the 'shared fiction'. </p><p></p><p>And this is not simply a matter of playing to find out what the GM has determined. The GM may know what sects are in the setting, what NPCs are in those sect, what towns are where (and many of the shops in those towns), where the imperial borders are, what the imperial customs are, etc. <em>But the GM doesn't know what is going to happen</em>. This goes back to posts like the Alexandrian linked article, "Don't prep plots". Events, adventures and situations arise as the players explore, interact with and contribute to the world through their characters.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8162604"] Again this isn't an accurate description of the style. The players are themselves not generating setting content, that is for sure, but through their characters they are impacting the setting. And having a somewhat concrete setting is one of the things that allows them to change it. That does not mean things are not introduced on the fly, or that random procedures are not invoked to determine content. Those things are present too. But my point was, many of the important details of the setting, are there before the players interact with them. And the only reason I made that point, was to demonstrate that in this style, things can be real in the setting, before they become part of the 'shared fiction'. And this is not simply a matter of playing to find out what the GM has determined. The GM may know what sects are in the setting, what NPCs are in those sect, what towns are where (and many of the shops in those towns), where the imperial borders are, what the imperial customs are, etc. [I]But the GM doesn't know what is going to happen[/I]. This goes back to posts like the Alexandrian linked article, "Don't prep plots". Events, adventures and situations arise as the players explore, interact with and contribute to the world through their characters. [/QUOTE]
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