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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8162685"><p>Just to take this one in isolation: this is an example of why terms like the fiction are a problem. But to answer as clearly: the GM controls the setting. The players have no control of the setting outside their character. So obviously anything that enters the setting is through the GM (though like I said, it isn't simply what the GM wants, there are plenty of tools, procedures, etc to help this process). But what happens is very much dependent on the players. The players decide what they do, where they go, and in this style they pretty much have free reign to go wherever they want. Like I said in my earlier example, if the party decides to start beating people up and stealing their money, that is where the campaign goes. Exactly how that players out will be a combination of player choice, the GM choice, luck of rolls, and concrete things like PC abilities (for instance a character with a particularly good non-lethal attack, is going to have a leg up in this particular endeavor). This is the kind of game where you very much are encouraging players to surprise you, and to work with those surprises. If the players decide they want to start a cult, that is what is going to happen. It is just the setting stuff (how the world reacts to that kind of choice, what challenges emerge) is in the hands of the GM. But there is responsibility there. You are not just unleashing your ego on the players.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8162685"] Just to take this one in isolation: this is an example of why terms like the fiction are a problem. But to answer as clearly: the GM controls the setting. The players have no control of the setting outside their character. So obviously anything that enters the setting is through the GM (though like I said, it isn't simply what the GM wants, there are plenty of tools, procedures, etc to help this process). But what happens is very much dependent on the players. The players decide what they do, where they go, and in this style they pretty much have free reign to go wherever they want. Like I said in my earlier example, if the party decides to start beating people up and stealing their money, that is where the campaign goes. Exactly how that players out will be a combination of player choice, the GM choice, luck of rolls, and concrete things like PC abilities (for instance a character with a particularly good non-lethal attack, is going to have a leg up in this particular endeavor). This is the kind of game where you very much are encouraging players to surprise you, and to work with those surprises. If the players decide they want to start a cult, that is what is going to happen. It is just the setting stuff (how the world reacts to that kind of choice, what challenges emerge) is in the hands of the GM. But there is responsibility there. You are not just unleashing your ego on the players. [/QUOTE]
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