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A Question Of Agency?
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<blockquote data-quote="aramis erak" data-source="post: 8165290" data-attributes="member: 6779310"><p>A good analysis, as far as it goes....</p><p></p><p>The point of rules being ot limit options sufficiently to enable meaningful interactions. Excess agency doesn't lead to more play, but to a lack of direction to move in. The point of session 0 is likewise to set limits on story so as to productively produce interesting-to-the-players situations.</p><p></p><p>One of the things covered in an MAEd program is how to elicit maximum creativity from children - and it is proven that maximum creativity is attained with clear directives and a framework to work within. So, not, "how was your summer?" but, "What cool thing did you do this summer?" The first gets 1-liners. The second gets kidergardeners trying to write essays... in stickfigure drawings, with the few words they can spell...</p><p></p><p>RPGs are much the same... a framework makes creativity easier. </p><p>For some, the level of maximum creativity is more constrained, and they need a clear combination of rules and setting to be comfortable being creative - sometimes down to the level of minis wargame with connections. For others, it's just a casual agreement to genre and trusting others to not overwrite one's contributions, with a provision controlling who gets to narrate when.</p><p></p><p>Agency without framework lacks meaning. Framework without agency is literature, theater, movies, television...</p><p></p><p>An interesting literary corpus has a character that, if played in a game, would have <em>too much</em> agency - Q only works because the medium has no true agency, and the authors have chosen to limit the characters choices by Q's warped morality - Q isn't lacking in a moral code - he's clearly got one, and it's the only thing that keeps him testing humanity. We know Q is one of at least 5 Q in the continuum... the level of agency each would have is comparable to a GM's... and 4 GM's with no limits is almost unplayable.</p><p></p><p>A party of 4 members of the Q continuum are limited only in their morality and the Continuum's ethical standards. (Noting that Q {DeLancie} is clearly borderline on continuum ethics... as we see in several episodes. Q{Bernsen} points this out explicitly in one episode.)</p><p></p><p>The highest level of agency I've encountered in play is not quite Q-level - Wick's HotBlooded engine, in the form of <em>Blood and Honor</em>, which is samurai. It sets just enough framework to enable story control to be meaningful...</p><p></p><p>Story requires conflict - many stories are conflict in the form of combat. It's an easy method - one that is also mechanically interesting in most rulesets.</p><p></p><p>Too much agency makes conflict meaningless, because one can just narrate it away with a handwave if one has sufficient allowed agency. </p><p></p><p>So, <strong>Agency isn't the ultimate parameter</strong>: it has to be a resource used in appropriate levels. It's part of a package that makes the game.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8165290, member: 6779310"] A good analysis, as far as it goes.... The point of rules being ot limit options sufficiently to enable meaningful interactions. Excess agency doesn't lead to more play, but to a lack of direction to move in. The point of session 0 is likewise to set limits on story so as to productively produce interesting-to-the-players situations. One of the things covered in an MAEd program is how to elicit maximum creativity from children - and it is proven that maximum creativity is attained with clear directives and a framework to work within. So, not, "how was your summer?" but, "What cool thing did you do this summer?" The first gets 1-liners. The second gets kidergardeners trying to write essays... in stickfigure drawings, with the few words they can spell... RPGs are much the same... a framework makes creativity easier. For some, the level of maximum creativity is more constrained, and they need a clear combination of rules and setting to be comfortable being creative - sometimes down to the level of minis wargame with connections. For others, it's just a casual agreement to genre and trusting others to not overwrite one's contributions, with a provision controlling who gets to narrate when. Agency without framework lacks meaning. Framework without agency is literature, theater, movies, television... An interesting literary corpus has a character that, if played in a game, would have [I]too much[/I] agency - Q only works because the medium has no true agency, and the authors have chosen to limit the characters choices by Q's warped morality - Q isn't lacking in a moral code - he's clearly got one, and it's the only thing that keeps him testing humanity. We know Q is one of at least 5 Q in the continuum... the level of agency each would have is comparable to a GM's... and 4 GM's with no limits is almost unplayable. A party of 4 members of the Q continuum are limited only in their morality and the Continuum's ethical standards. (Noting that Q {DeLancie} is clearly borderline on continuum ethics... as we see in several episodes. Q{Bernsen} points this out explicitly in one episode.) The highest level of agency I've encountered in play is not quite Q-level - Wick's HotBlooded engine, in the form of [I]Blood and Honor[/I], which is samurai. It sets just enough framework to enable story control to be meaningful... Story requires conflict - many stories are conflict in the form of combat. It's an easy method - one that is also mechanically interesting in most rulesets. Too much agency makes conflict meaningless, because one can just narrate it away with a handwave if one has sufficient allowed agency. So, [B]Agency isn't the ultimate parameter[/B]: it has to be a resource used in appropriate levels. It's part of a package that makes the game. [/QUOTE]
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