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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8166779" data-attributes="member: 82106"><p>I think, maybe somewhat in a way that is analogous to other people saying that a sandbox can lead to player agenda focused play, that a 'story now' or 'zero myth' type of game can also lead to exploration. Think about it this way, it doesn't matter when the GM, or a player for that matter, made up a piece of fiction. It is equally unknown and surprising to the other participants in the game either way. No 'lesser amount of exploration' therefor happens in my DW campaign where the material flows directly out of my brain, and onto the table in real time, vs [USER=85555]@Bedrockgames[/USER] or [USER=5636]@estar[/USER], [USER=29398]@Lanefan[/USER], or [USER=6795602]@FrogReaver[/USER] when they run a sandbox and make it up a month ahead of time, or the night before. Heck, they're telling me that most of what they do is made up on the spot anyway! So in terms of exploration, nobody is losing out. They may be, in my game, learning more about areas of the setting that they are directly interested in based on their 'drives' though. Nor are they necessarily likely to learn about something simply because I wanted it to appear, as might be the case in an AP.</p><p></p><p>There is a contention that somehow there is more verisimilitude in the sandbox, because somehow the decisions being made about what takes place are theoretically less focused on some notion of 'what naturally follows' from the current fiction. Also perhaps that there is likely less meta-plot in zero myth (I guess tautologically that is true on day one, but it need not remain so throughout the game). I'm not sure I buy these things. Maybe players feel that fairly arbitrary-seeming responses of the world to their queries (yeah, your brother is dead) seem more authentic? I'm pretty dubious. It could be that its a little easier to achieve that feeling in, say, a sandbox, but I'm kind of a data-driven type, so I'm suspicious of those kinds of claims.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8166779, member: 82106"] I think, maybe somewhat in a way that is analogous to other people saying that a sandbox can lead to player agenda focused play, that a 'story now' or 'zero myth' type of game can also lead to exploration. Think about it this way, it doesn't matter when the GM, or a player for that matter, made up a piece of fiction. It is equally unknown and surprising to the other participants in the game either way. No 'lesser amount of exploration' therefor happens in my DW campaign where the material flows directly out of my brain, and onto the table in real time, vs [USER=85555]@Bedrockgames[/USER] or [USER=5636]@estar[/USER], [USER=29398]@Lanefan[/USER], or [USER=6795602]@FrogReaver[/USER] when they run a sandbox and make it up a month ahead of time, or the night before. Heck, they're telling me that most of what they do is made up on the spot anyway! So in terms of exploration, nobody is losing out. They may be, in my game, learning more about areas of the setting that they are directly interested in based on their 'drives' though. Nor are they necessarily likely to learn about something simply because I wanted it to appear, as might be the case in an AP. There is a contention that somehow there is more verisimilitude in the sandbox, because somehow the decisions being made about what takes place are theoretically less focused on some notion of 'what naturally follows' from the current fiction. Also perhaps that there is likely less meta-plot in zero myth (I guess tautologically that is true on day one, but it need not remain so throughout the game). I'm not sure I buy these things. Maybe players feel that fairly arbitrary-seeming responses of the world to their queries (yeah, your brother is dead) seem more authentic? I'm pretty dubious. It could be that its a little easier to achieve that feeling in, say, a sandbox, but I'm kind of a data-driven type, so I'm suspicious of those kinds of claims. [/QUOTE]
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