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A Question Of Agency?
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<blockquote data-quote="FrogReaver" data-source="post: 8163142" data-attributes="member: 6795602"><p>Agreed.</p><p></p><p></p><p>Agreed</p><p></p><p></p><p>Agreed</p><p></p><p></p><p>I disagree. It's not so much that you are wrong in anything said here but I think you are omitting to much.</p><p></p><p>It is correct that "grabbing" the situation and setting piece in that example isn't present in Classic D&D Sandbox. But that it's not present in D&D is not actually the reason anyone is objecting to being able to do those things.</p><p></p><p></p><p></p><p>Agreed</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p>I don't dispute that Blades gives what you call Protagonist agency to players while that kind of agency is virtually absent from a classic D&D game.</p><p></p><p></p><p>Yes, it isn't desirable to us but it's not simply that it's not desirable. That's not the argument we are making. We are saying that the techniques used to add protagonist agency removes some of the kind of agency we really care about. </p><p></p><p></p><p>Using your definition of protagonist agency I 100% agree.</p><p></p><p></p><p>I think I disagree here. </p><p>a) Being able to grab those setting/situation pieces means you have new vectors that you can use to apply tactical/strategical/protagonist agency. Maybe that's all you mean by more breadth, but I'm not willing to commit to the more breadth description just yet.</p><p></p><p>b) I think you have protagonist agency because you have access to the setting and situation vectors. I don't think you can really have this kind of agency without this. I think you are making the rest needlessly complicated.</p><p></p><p>*This leads me to believe that tactical and strategic agency are the only types of agency you have listed and that protagonist agency is neither a type nor vector by your definitions but rather something else. Possibly area would describe it well. In which case perhaps there are other areas where the strategic and tactical types can be applied to the character vector.</p><p></p><p></p><p>I disagree with this. </p><p></p><p></p><p>And thus I would disagree with this conclusion as well.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8163142, member: 6795602"] Agreed. Agreed Agreed I disagree. It's not so much that you are wrong in anything said here but I think you are omitting to much. It is correct that "grabbing" the situation and setting piece in that example isn't present in Classic D&D Sandbox. But that it's not present in D&D is not actually the reason anyone is objecting to being able to do those things. Agreed Agreed. I don't dispute that Blades gives what you call Protagonist agency to players while that kind of agency is virtually absent from a classic D&D game. Yes, it isn't desirable to us but it's not simply that it's not desirable. That's not the argument we are making. We are saying that the techniques used to add protagonist agency removes some of the kind of agency we really care about. Using your definition of protagonist agency I 100% agree. I think I disagree here. a) Being able to grab those setting/situation pieces means you have new vectors that you can use to apply tactical/strategical/protagonist agency. Maybe that's all you mean by more breadth, but I'm not willing to commit to the more breadth description just yet. b) I think you have protagonist agency because you have access to the setting and situation vectors. I don't think you can really have this kind of agency without this. I think you are making the rest needlessly complicated. *This leads me to believe that tactical and strategic agency are the only types of agency you have listed and that protagonist agency is neither a type nor vector by your definitions but rather something else. Possibly area would describe it well. In which case perhaps there are other areas where the strategic and tactical types can be applied to the character vector. I disagree with this. And thus I would disagree with this conclusion as well. [/QUOTE]
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