Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8165562"><p>I would honestly have to play it to see, but I think for my players it would certainly be an issue. I've often tried to bring in more abstract procedures for this sort of thing and the rejection level for them is quite high. I designed a whole sect building system, and it worked in theory, and worked if it remained at an abstract, background level, but the players pretty consistently wanted to get into specifics and that is what made it break down for me. I am not sure though if this would do that or not. Also, some of it might be workable as a way of buffering specifics if I understand because it gives material bonuses for controlling different elements of a faction? So if I read you correctly, one way I could use something like that is allow my players to play things out as they do (say they go into a quarter of the city where an enemy gang operates and take over a couple of workshops they control, if I can identify what that means on the map you showed me, I could note that and it would provide them with some kind of ongoing advantage or resource. Again though, the problem is the specificity. My players are the types who will take over a workshop, and then start utilizing it pretty finely in the game </p><p></p><p>I think a proper way to put it might be they are setting first before mechanics type players. Where any mechanics are just meant to reflect the setting material and the characters who inhabit it. And they often don't find the mechanics themselves engaging (it is more about having mechanics that just don't get in the way, or do what they need for what they want to do in the setting). </p><p></p><p>But again, a little hard to say without trying it and absorbing the information through play. There is a lot in your post I read, but I couldn't translate into a visualization of actual play (just due to lack of playing it myself). </p><p></p><p>But I will say, even if it turns out it isn't portable into my game, I would still like to play the game on its own terms so I understand it. And I am sure I would be able to find some inspiration from it for helping me solve this criminal underworld puzzle (it is something I've never quite cracked or settled on).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8165562"] I would honestly have to play it to see, but I think for my players it would certainly be an issue. I've often tried to bring in more abstract procedures for this sort of thing and the rejection level for them is quite high. I designed a whole sect building system, and it worked in theory, and worked if it remained at an abstract, background level, but the players pretty consistently wanted to get into specifics and that is what made it break down for me. I am not sure though if this would do that or not. Also, some of it might be workable as a way of buffering specifics if I understand because it gives material bonuses for controlling different elements of a faction? So if I read you correctly, one way I could use something like that is allow my players to play things out as they do (say they go into a quarter of the city where an enemy gang operates and take over a couple of workshops they control, if I can identify what that means on the map you showed me, I could note that and it would provide them with some kind of ongoing advantage or resource. Again though, the problem is the specificity. My players are the types who will take over a workshop, and then start utilizing it pretty finely in the game I think a proper way to put it might be they are setting first before mechanics type players. Where any mechanics are just meant to reflect the setting material and the characters who inhabit it. And they often don't find the mechanics themselves engaging (it is more about having mechanics that just don't get in the way, or do what they need for what they want to do in the setting). But again, a little hard to say without trying it and absorbing the information through play. There is a lot in your post I read, but I couldn't translate into a visualization of actual play (just due to lack of playing it myself). But I will say, even if it turns out it isn't portable into my game, I would still like to play the game on its own terms so I understand it. And I am sure I would be able to find some inspiration from it for helping me solve this criminal underworld puzzle (it is something I've never quite cracked or settled on). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
Top