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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8168061" data-attributes="member: 82106"><p>How else would one proceed then and actually play? When a GM says "You see a forest in front of you" then you, as a player, start to ask yourself questions:</p><p></p><p>1. Does the GM intend this forest to be an obstacle we must overcome, or is it just scenery? </p><p>2. What sort of challenge does the forest represent? Is it filled with fearsome beasts, or is it a rich landscape with lots of game and bountiful firewood?</p><p>3. What sort of probabilities is the GM going to assign to different tasks, like navigating, finding food, avoiding encounters, etc.? How will that contrast with the difficulties WRT these things if we go up into the hills and avoid the forest? </p><p></p><p>Probably a lot of what the players are going to think is going to be in terms of 'campaign logic' and 'logic of play'. Like, there wouldn't be a forest here for no reason, something about it is different from 'grassland' or whatever terrain we were in before. You might even think in terms of parsimony of play, like "we might as well go into the forest and deal with it, the GM has probably prepped something here and if we go around we'll undoubtedly still run into some sort of challenge, but it will likely be less crafted." These are all thoughts that go through my mind when I play, as a player. Obviously I can also resort to thinking in character, but when the level of detail in campaign worlds is fairly sparse, there's often not a lot to go on. It helps here to learn to ask a LOT of questions, and this is one reason that techniques like those espoused by DW can be handy, because they speed this up a lot!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8168061, member: 82106"] How else would one proceed then and actually play? When a GM says "You see a forest in front of you" then you, as a player, start to ask yourself questions: 1. Does the GM intend this forest to be an obstacle we must overcome, or is it just scenery? 2. What sort of challenge does the forest represent? Is it filled with fearsome beasts, or is it a rich landscape with lots of game and bountiful firewood? 3. What sort of probabilities is the GM going to assign to different tasks, like navigating, finding food, avoiding encounters, etc.? How will that contrast with the difficulties WRT these things if we go up into the hills and avoid the forest? Probably a lot of what the players are going to think is going to be in terms of 'campaign logic' and 'logic of play'. Like, there wouldn't be a forest here for no reason, something about it is different from 'grassland' or whatever terrain we were in before. You might even think in terms of parsimony of play, like "we might as well go into the forest and deal with it, the GM has probably prepped something here and if we go around we'll undoubtedly still run into some sort of challenge, but it will likely be less crafted." These are all thoughts that go through my mind when I play, as a player. Obviously I can also resort to thinking in character, but when the level of detail in campaign worlds is fairly sparse, there's often not a lot to go on. It helps here to learn to ask a LOT of questions, and this is one reason that techniques like those espoused by DW can be handy, because they speed this up a lot! [/QUOTE]
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