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A Question Of Agency?
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<blockquote data-quote="Campbell" data-source="post: 8163205" data-attributes="member: 16586"><p>They use "story" in the article, but I think the point translates pretty well into changing your environment whatever that is. I personally have never been a fan of the use "story" or "the story" to describe in type of game although the fantasy of being there and part of these dramatic events is something I value.</p><p></p><p>The idea that agency is achieved through gameplay is something I consider fundamental to OSR sandboxes as I play and run them. The idea that as you play a game the player achieves more skill and gains more mastery over their environment is a crucial part of play. So I think scenario design is an often overlooked part of agency here. For me navigating the environment in that sort of play should require cleverness and be fundamentally fair. What I mean by fair is that actions should not be blocked by things that players have no chance to learn. The text of Moldvay B/X is a damn near perfect distillation of these concepts in action.</p><p></p><p>For me a core part of any game is the pursuit of mastery. There are objectives and reward systems that provide a positive feedback loop to let you know when you are playing the game well. XP for gold is one of the best designed reward mechanisms ever designed in my opinion because it drives you to take action, but leaves what actions entirely in the players' hands.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8163205, member: 16586"] They use "story" in the article, but I think the point translates pretty well into changing your environment whatever that is. I personally have never been a fan of the use "story" or "the story" to describe in type of game although the fantasy of being there and part of these dramatic events is something I value. The idea that agency is achieved through gameplay is something I consider fundamental to OSR sandboxes as I play and run them. The idea that as you play a game the player achieves more skill and gains more mastery over their environment is a crucial part of play. So I think scenario design is an often overlooked part of agency here. For me navigating the environment in that sort of play should require cleverness and be fundamentally fair. What I mean by fair is that actions should not be blocked by things that players have no chance to learn. The text of Moldvay B/X is a damn near perfect distillation of these concepts in action. For me a core part of any game is the pursuit of mastery. There are objectives and reward systems that provide a positive feedback loop to let you know when you are playing the game well. XP for gold is one of the best designed reward mechanisms ever designed in my opinion because it drives you to take action, but leaves what actions entirely in the players' hands. [/QUOTE]
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