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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Campbell" data-source="post: 8166186" data-attributes="member: 16586"><p>I am currently a player in friend's Vampire game that utilizes a hacked setting and ruleset. One of the really cool things about from my perspective is that it really plays around with player agency.</p><p></p><p>Players actually begin play as mortals. The game I am in started as something of a spy thriller. My character at that point was an Israeli venture capitalist with ties to Mossad. So a good deal of power and influence in the mortal world. As mortals we had a lot of autonomy to pursue goals, but were somewhat lacking power compared to the conspiracy we faced. Now that we are Vampires our movements are much more restricted. Just maintaining appearances requires a good amount of blood. We have additional social responsibilities.</p><p></p><p>Right now we are in process of shopping our characters around the clans (in our hack joining a clan is a joint decision between the vampire and clan). In order to get the power associated with that bloodline we need to make commitments that bind us. Right now Ariel (my character) still very much is trying to maintain his mortal life and achieve the things he was never able to while he was alive, but he has all these new responsibilities and he has his beast.</p><p></p><p>So we do a form of negotiated play between players and GM when it comes to interacting with the Beast and Frenzy which comes pretty often in our games. <em>Here's what your beast wants </em>is a common refrain.</p><p></p><p>A big focus of the design is the relationship between power and freedom to act. Humanity loss is also a negotiated thing. As you lose humanity you acquire Stains which are negotiated behavior strictures. There's also this relationship with Disciplines, Blood Potency, and Generation which is setup specifically to encourage Diablerie (drinking another vampire to death destroying their soul in the process) which has severe social repercussions and can result in a fairly potent addiction.</p><p></p><p>Less agency does not always have to be negative. Sometimes constraints can actually make decisions more meaningful.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8166186, member: 16586"] I am currently a player in friend's Vampire game that utilizes a hacked setting and ruleset. One of the really cool things about from my perspective is that it really plays around with player agency. Players actually begin play as mortals. The game I am in started as something of a spy thriller. My character at that point was an Israeli venture capitalist with ties to Mossad. So a good deal of power and influence in the mortal world. As mortals we had a lot of autonomy to pursue goals, but were somewhat lacking power compared to the conspiracy we faced. Now that we are Vampires our movements are much more restricted. Just maintaining appearances requires a good amount of blood. We have additional social responsibilities. Right now we are in process of shopping our characters around the clans (in our hack joining a clan is a joint decision between the vampire and clan). In order to get the power associated with that bloodline we need to make commitments that bind us. Right now Ariel (my character) still very much is trying to maintain his mortal life and achieve the things he was never able to while he was alive, but he has all these new responsibilities and he has his beast. So we do a form of negotiated play between players and GM when it comes to interacting with the Beast and Frenzy which comes pretty often in our games. [I]Here's what your beast wants [/I]is a common refrain. A big focus of the design is the relationship between power and freedom to act. Humanity loss is also a negotiated thing. As you lose humanity you acquire Stains which are negotiated behavior strictures. There's also this relationship with Disciplines, Blood Potency, and Generation which is setup specifically to encourage Diablerie (drinking another vampire to death destroying their soul in the process) which has severe social repercussions and can result in a fairly potent addiction. Less agency does not always have to be negative. Sometimes constraints can actually make decisions more meaningful. [/QUOTE]
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