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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8162667"><p>I am pretty sure I said something to the effect of "in that instance". I wasn't saying this is the only thing going on. And importantly I was talking about 'that style', which I hope you will appreciate may not be my own style. I was being cautious in my language for a reason. And again, my point was to show how a style like this one, using a method like that, produces something just as real as the 'shared fiction', even if it is off screen. I also tried to clarify what I meant as the subject went on, and tried to talk more precisely about it. Look at everythign I was saying about how I would run such a game. Pinning down details is important, and if I have a detail pinned down (like there is a master named Vengeful Swan who lives in the northern peak, I wouldn't suddenly change it to Head-Taking God, because I wanted a more ferocious foe for the party as they didn't have that many encounters, nor would I change it to Meek Archer because the party was already worn down by encounters). But it is called sandbox and living adventure/world in motion for a reason, it isn't just about the stuff you have on the page, those things are animate. And there are going to be times when the players go somewhere you haven't prepped. Now again, in interest of making player choices matter, the moment something new arises or the moment the players go somewhere unplanned for, I do try to get as many concrete details down and set them, just so I am not inventing things in response to their choices (i want choices like going left or right, or being kind or cruel in a given social encounter, to matter). I've also spoken about the use of things like random tables. There is a lot more. And sometimes you invent things on the spot, for a variety of reasons. You aren't always pinning things down. When I do that, I like make decisions based on existing things in the setting and on logic. This is one of the reasons why I am so interested in things like trade goods in my settings, it helps inform many of my on the fly choices.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8162667"] I am pretty sure I said something to the effect of "in that instance". I wasn't saying this is the only thing going on. And importantly I was talking about 'that style', which I hope you will appreciate may not be my own style. I was being cautious in my language for a reason. And again, my point was to show how a style like this one, using a method like that, produces something just as real as the 'shared fiction', even if it is off screen. I also tried to clarify what I meant as the subject went on, and tried to talk more precisely about it. Look at everythign I was saying about how I would run such a game. Pinning down details is important, and if I have a detail pinned down (like there is a master named Vengeful Swan who lives in the northern peak, I wouldn't suddenly change it to Head-Taking God, because I wanted a more ferocious foe for the party as they didn't have that many encounters, nor would I change it to Meek Archer because the party was already worn down by encounters). But it is called sandbox and living adventure/world in motion for a reason, it isn't just about the stuff you have on the page, those things are animate. And there are going to be times when the players go somewhere you haven't prepped. Now again, in interest of making player choices matter, the moment something new arises or the moment the players go somewhere unplanned for, I do try to get as many concrete details down and set them, just so I am not inventing things in response to their choices (i want choices like going left or right, or being kind or cruel in a given social encounter, to matter). I've also spoken about the use of things like random tables. There is a lot more. And sometimes you invent things on the spot, for a variety of reasons. You aren't always pinning things down. When I do that, I like make decisions based on existing things in the setting and on logic. This is one of the reasons why I am so interested in things like trade goods in my settings, it helps inform many of my on the fly choices. [/QUOTE]
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