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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8162630" data-attributes="member: 6785785"><p>From what you’ve described, it sounds like they have the base amount I’d expect in most RPGs.</p><p></p><p>My assessment could be wrong, though. It’s hard to judge based on how you post. You shared some examples of your games, but they were largely just descriptions of what happened in the fiction. They didn't discuss process or mechanics or how these events came to be.</p><p></p><p></p><p>Yeah, I disagree with this. I mean, they may exist in the sense that they are ideas. But as far as being part of the game, no, they are not part of the game’s fiction until introduced on some way. </p><p></p><p>I understand why you prefer this method. The appeal is not lost on me, nor is it something I’m unfamiliar with. Where I disagree is that it makes a fictional world”more real” or that it gives more agency to the players. </p><p></p><p></p><p></p><p>As I said, that may not be the case. It could just be the way your posts come across. </p><p></p><p></p><p></p><p>You said that not changing details prior to introducing them is crucial to this approach and it’s why a GM using this style would not do so.</p><p></p><p></p><p></p><p>Okay....so you have an idea for a villain. You have a feeling based on where this guy is and what he’s up to that he’ll be a significant antagonist for the PCs. You’ve given him stats and skme traits to bring him to life. He exists in your mind as a clear idea. </p><p></p><p>You introduce him in the game. In the same session, for whatever reason, you need to introduce a shop owner, so you make one up on the fly and intro her on the spot.</p><p></p><p>Is one of these more “real” than the other? </p><p></p><p></p><p></p><p>I didn’t say you prepped plots. </p><p></p><p>It just seems that, as you’ve described it, most decision points for the fiction belong to the GM. Sure the players can go to this city or that area, but what they run into will always be what the GM wants it to be. How those elements respond to the PCs will be up to the GM. How social interactions will go is up to the GM, with perhaps some influence based on the player’s choice of description. And so on. </p><p></p><p>Where are the players’ points of input? Character generation? Deciding where their characters go? And what they do? Anything else? </p><p></p><p>It sounds very GM directed. And although maybe you’re taking that as an insult, I promise you I don’t mean it as such. It’s a perfectly valid way to play RPGs. I play some that way myself. Hell, it’d be silly for all games to play the same way.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8162630, member: 6785785"] From what you’ve described, it sounds like they have the base amount I’d expect in most RPGs. My assessment could be wrong, though. It’s hard to judge based on how you post. You shared some examples of your games, but they were largely just descriptions of what happened in the fiction. They didn't discuss process or mechanics or how these events came to be. Yeah, I disagree with this. I mean, they may exist in the sense that they are ideas. But as far as being part of the game, no, they are not part of the game’s fiction until introduced on some way. I understand why you prefer this method. The appeal is not lost on me, nor is it something I’m unfamiliar with. Where I disagree is that it makes a fictional world”more real” or that it gives more agency to the players. As I said, that may not be the case. It could just be the way your posts come across. You said that not changing details prior to introducing them is crucial to this approach and it’s why a GM using this style would not do so. Okay....so you have an idea for a villain. You have a feeling based on where this guy is and what he’s up to that he’ll be a significant antagonist for the PCs. You’ve given him stats and skme traits to bring him to life. He exists in your mind as a clear idea. You introduce him in the game. In the same session, for whatever reason, you need to introduce a shop owner, so you make one up on the fly and intro her on the spot. Is one of these more “real” than the other? I didn’t say you prepped plots. It just seems that, as you’ve described it, most decision points for the fiction belong to the GM. Sure the players can go to this city or that area, but what they run into will always be what the GM wants it to be. How those elements respond to the PCs will be up to the GM. How social interactions will go is up to the GM, with perhaps some influence based on the player’s choice of description. And so on. Where are the players’ points of input? Character generation? Deciding where their characters go? And what they do? Anything else? It sounds very GM directed. And although maybe you’re taking that as an insult, I promise you I don’t mean it as such. It’s a perfectly valid way to play RPGs. I play some that way myself. Hell, it’d be silly for all games to play the same way. [/QUOTE]
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