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A Question Of Agency?
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<blockquote data-quote="pemerton" data-source="post: 8162678" data-attributes="member: 42582"><p>I think that everyone posting in this thread is very familiar with the approach to RPGing described in these posts. It is pretty canonical for D&D since the early-to-mid-80s; for RQ and RM as I have always encountered them (other than some of my own RM play); and I suspect is very typical for play of GURPS, HERO, Star Wars, and a lot of Traveller. And that's just to name some games I thought of now.</p><p></p><p>As [USER=6785785]@hawkeyefan[/USER] and [USER=16814]@Ovinomancer[/USER] have posted, it seems odd to describe this approach in which the GM has all this authorial power, <em>and yet</em> to deny that this authorial power has implications or establishes limits on player agency. I mean, two such limits have already come out at length in this thread: I as a player can't have a character recollect the location of Evard's tower unless the GM has already written that into his/her fiction; and I as a player can't have my PC's hope to meet his brother have any chance of coming true unless the GM decides to stage the encounter.</p><p></p><p>As [USER=6785785]@hawkeyefan[/USER] has noted, it also seems odd to describe a process of play in which a significant part of the player-side experience is declaring exploration-type actions that trigger the GM to reveal his/her hitherto private/secret fiction, and yet to react so strongly to the description of that as <em>RPGing-to-find-out-what-is-in-the-GM's-notes</em>. I mean, yes, sometimes those notes are written up in loving detail and sometimes they're being elucidated or even made up as things go along, but the basic idea is the same.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8162678, member: 42582"] I think that everyone posting in this thread is very familiar with the approach to RPGing described in these posts. It is pretty canonical for D&D since the early-to-mid-80s; for RQ and RM as I have always encountered them (other than some of my own RM play); and I suspect is very typical for play of GURPS, HERO, Star Wars, and a lot of Traveller. And that's just to name some games I thought of now. As [USER=6785785]@hawkeyefan[/USER] and [USER=16814]@Ovinomancer[/USER] have posted, it seems odd to describe this approach in which the GM has all this authorial power, [I]and yet[/I] to deny that this authorial power has implications or establishes limits on player agency. I mean, two such limits have already come out at length in this thread: I as a player can't have a character recollect the location of Evard's tower unless the GM has already written that into his/her fiction; and I as a player can't have my PC's hope to meet his brother have any chance of coming true unless the GM decides to stage the encounter. As [USER=6785785]@hawkeyefan[/USER] has noted, it also seems odd to describe a process of play in which a significant part of the player-side experience is declaring exploration-type actions that trigger the GM to reveal his/her hitherto private/secret fiction, and yet to react so strongly to the description of that as [I]RPGing-to-find-out-what-is-in-the-GM's-notes[/I]. I mean, yes, sometimes those notes are written up in loving detail and sometimes they're being elucidated or even made up as things go along, but the basic idea is the same. [/QUOTE]
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