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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8164126" data-attributes="member: 6785785"><p>Yes, absolutely. Compare it to the character who tried but failed to become a scholar in Bedrock's other game. I have plenty of examples from my own games where the thrust of play was about some personal goal and the PC ultimately didn't realize their goal, or didn't realize it in the way they had hoped to. </p><p></p><p>For me, agency is what allows the player to examine that idea and to play to find out what the result is, and to put the resolution of it in the player's hands.</p><p></p><p></p><p></p><p>A goal is an outcome of a sort, no? It's the preferred outcome. Also, I don't think that saying "My PC is looking for his brother" is setting an outcome, is it? I mean, sure, maybe we can assume he'd like to find him safe and sound or whatever, but I expect that if that was hastily narrated it would be just as dissatisfying as "He's dead".</p><p></p><p>But let me clarify this and then I think we can both move on.....I'm not asking for the result to be predetermined. Not by the GM and not by the player either. I think agency means that I can set goals for my PC and the realization of those goals, or the failure to do so, is largely up to me. Not in a "player decides" or narrative power way.....but that my character has the means to carry it out and that the result is determined through play. </p><p></p><p>Can I find my brother? Can I become an imperial scholar? Can I achieve? Shouldn't it be up to me? Again, not from some narrative power to say "Yup, my wish is granted" but rather that it's the character who actually achieves....it's the player who actually achieves. </p><p></p><p>GM deciding by fiat can totally undermine that.</p><p></p><p></p><p></p><p></p><p>As you said, we have different takes on agency. It's well established, and we've exhausted any possible avenues of discussion I'd say.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8164126, member: 6785785"] Yes, absolutely. Compare it to the character who tried but failed to become a scholar in Bedrock's other game. I have plenty of examples from my own games where the thrust of play was about some personal goal and the PC ultimately didn't realize their goal, or didn't realize it in the way they had hoped to. For me, agency is what allows the player to examine that idea and to play to find out what the result is, and to put the resolution of it in the player's hands. A goal is an outcome of a sort, no? It's the preferred outcome. Also, I don't think that saying "My PC is looking for his brother" is setting an outcome, is it? I mean, sure, maybe we can assume he'd like to find him safe and sound or whatever, but I expect that if that was hastily narrated it would be just as dissatisfying as "He's dead". But let me clarify this and then I think we can both move on.....I'm not asking for the result to be predetermined. Not by the GM and not by the player either. I think agency means that I can set goals for my PC and the realization of those goals, or the failure to do so, is largely up to me. Not in a "player decides" or narrative power way.....but that my character has the means to carry it out and that the result is determined through play. Can I find my brother? Can I become an imperial scholar? Can I achieve? Shouldn't it be up to me? Again, not from some narrative power to say "Yup, my wish is granted" but rather that it's the character who actually achieves....it's the player who actually achieves. GM deciding by fiat can totally undermine that. As you said, we have different takes on agency. It's well established, and we've exhausted any possible avenues of discussion I'd say. [/QUOTE]
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