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*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Manbearcat" data-source="post: 8165074" data-attributes="member: 6696971"><p>The fact that humans in real life cannot sufficiently intervene in the death of a loved to save them from disease (trust me...I know all about this, I've lost many loved ones to disease, including a life/outlook altering, 22 month, gruesome battle with Glioblastoma) is not particularly apt to a discussion on TTRPG agency.</p><p></p><p>The two are not the same things at all.  </p><p></p><p>If I was interested in actualizing a satisfying TTRPG experience about "trying to save a loved one from brain cancer", it wouldn't be what felt like the GM Force-fest that is endured in real life (despite setting all of my will and finances and mind against the inevitability that was coming).  And it wouldn't remotely be of the kind of granularity of "if I swab her drying mouth with a moist swab because her salivary glands have failed, will that moralize her enough to die tonight so she doesn't have to endure another 3 weeks of this (and other horrors)."</p><p></p><p>I'm not being macabre here.  I'm dead serious.  A satisfying roleplaying game about being a caregiver/priest or merely someone who doesn't want to give up on a loved one will not include the sort of fiat/inexorable "Rocks fall, you die", lack of agency despite all efforts, reality of life that sometimes shapes these kinds of things.  It would include the very real prospect of healing, it would abstract the unnecessary, and it would systemitize in a way that creates an integrated feedback loop where the emotions experienced and mental fortitude erected actually impact the physical fortitude of both the afflicted and the caregivers.</p><p></p><p>Leaving all of that up for exposition + theatrical amplification + GM decides sounds like the most horrible experience I could imagine (and yes, it maps pretty damn well to my real life experience!)!</p><p></p><p>My Life With Master would actually be the TTRPG template I would use for this.  Its actually perfect.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8165074, member: 6696971"] The fact that humans in real life cannot sufficiently intervene in the death of a loved to save them from disease (trust me...I know all about this, I've lost many loved ones to disease, including a life/outlook altering, 22 month, gruesome battle with Glioblastoma) is not particularly apt to a discussion on TTRPG agency. The two are not the same things at all. If I was interested in actualizing a satisfying TTRPG experience about "trying to save a loved one from brain cancer", it wouldn't be what felt like the GM Force-fest that is endured in real life (despite setting all of my will and finances and mind against the inevitability that was coming). And it wouldn't remotely be of the kind of granularity of "if I swab her drying mouth with a moist swab because her salivary glands have failed, will that moralize her enough to die tonight so she doesn't have to endure another 3 weeks of this (and other horrors)." I'm not being macabre here. I'm dead serious. A satisfying roleplaying game about being a caregiver/priest or merely someone who doesn't want to give up on a loved one will not include the sort of fiat/inexorable "Rocks fall, you die", lack of agency despite all efforts, reality of life that sometimes shapes these kinds of things. It would include the very real prospect of healing, it would abstract the unnecessary, and it would systemitize in a way that creates an integrated feedback loop where the emotions experienced and mental fortitude erected actually impact the physical fortitude of both the afflicted and the caregivers. Leaving all of that up for exposition + theatrical amplification + GM decides sounds like the most horrible experience I could imagine (and yes, it maps pretty damn well to my real life experience!)! My Life With Master would actually be the TTRPG template I would use for this. Its actually perfect. [/QUOTE]
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