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A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8169340" data-attributes="member: 6785785"><p>[USER=7016699]@prabe[/USER] I'm snipping your post a bit, not because I think anything you said wasn't relevant, but because I think we're largely in agreement, and I'd like to just hone in on a few points.</p><p></p><p></p><p></p><p>Right. So what impact, if any, would you say this has on the players' ability to make decisions on that matter? I mean, these decisions probably relate to the things found on the map, but I think you get what I mean. </p><p></p><p>Think of everything you can learn by looking at a map. The proximity to other places that may matter, how many paths one can take from point A to point B, and so on. All of this is placed in the players' hands rather than relying on the GM explaining it all. Or replying on the players to know to ask every single relevant question for the GM to answer. </p><p></p><p>Now, it's on the players. If they overlook the fact that the watch station is three buildings away from their target, they shouldn't be surprised when the watch shows up. It's their mistake. </p><p></p><p>The same can apply to other elements beyond just physical geography.</p><p></p><p></p><p></p><p>Oh, sure.....I think using that kind of thing is likely a good way to display the threat that the faction poses. You can even combine the two. "You see this honeycomb symbol, and you remember hearing about The Hive from Slade at the Tin Whistle Tavern...." and then sharing the details. </p><p></p><p></p><p></p><p>No, not exactly. Definitely not the first example, and I have no problem with the second as long as it doesn't require altering facts that have been established. </p><p></p><p>I just mean that with any judgment that the GM makes, there's going to be a little leeway. And what's "obvious" to the GM may not be obvious to the players. So to go with The Hive example from Blades......let's say there was no Tier system in place, and instead all of this relied on nothing but GM narration of some sort in order to be established. </p><p></p><p>What if the GM portrays The Hive as having done something that establishes them as dangerous. In his mind, he thinks it's clear that The Hive are among the most dangerous factions in the city. But the players have taken it as pretty standard levels of danger. If the PCs are to make decisions that matter about The Hive, then the better they understand The Hive the more informed those decisions will be. </p><p></p><p>I would not say that the Tier system for gangs in Blades is meant to replace narration. I think it's there just as a quick reference to facilitate understanding in the same way narration would facilitate understanding, but to help leave it a bit more concrete. </p><p></p><p>Like a Strength of 18 isn't the most descriptive way to convey how strong a NPC may be, but it lets players know exactly what it means in the game.</p><p></p><p></p><p></p><p>I think, based on the way you describe your approach to play, that perhaps you already have considered some of these things, even if not for this exact reason.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8169340, member: 6785785"] [USER=7016699]@prabe[/USER] I'm snipping your post a bit, not because I think anything you said wasn't relevant, but because I think we're largely in agreement, and I'd like to just hone in on a few points. Right. So what impact, if any, would you say this has on the players' ability to make decisions on that matter? I mean, these decisions probably relate to the things found on the map, but I think you get what I mean. Think of everything you can learn by looking at a map. The proximity to other places that may matter, how many paths one can take from point A to point B, and so on. All of this is placed in the players' hands rather than relying on the GM explaining it all. Or replying on the players to know to ask every single relevant question for the GM to answer. Now, it's on the players. If they overlook the fact that the watch station is three buildings away from their target, they shouldn't be surprised when the watch shows up. It's their mistake. The same can apply to other elements beyond just physical geography. Oh, sure.....I think using that kind of thing is likely a good way to display the threat that the faction poses. You can even combine the two. "You see this honeycomb symbol, and you remember hearing about The Hive from Slade at the Tin Whistle Tavern...." and then sharing the details. No, not exactly. Definitely not the first example, and I have no problem with the second as long as it doesn't require altering facts that have been established. I just mean that with any judgment that the GM makes, there's going to be a little leeway. And what's "obvious" to the GM may not be obvious to the players. So to go with The Hive example from Blades......let's say there was no Tier system in place, and instead all of this relied on nothing but GM narration of some sort in order to be established. What if the GM portrays The Hive as having done something that establishes them as dangerous. In his mind, he thinks it's clear that The Hive are among the most dangerous factions in the city. But the players have taken it as pretty standard levels of danger. If the PCs are to make decisions that matter about The Hive, then the better they understand The Hive the more informed those decisions will be. I would not say that the Tier system for gangs in Blades is meant to replace narration. I think it's there just as a quick reference to facilitate understanding in the same way narration would facilitate understanding, but to help leave it a bit more concrete. Like a Strength of 18 isn't the most descriptive way to convey how strong a NPC may be, but it lets players know exactly what it means in the game. I think, based on the way you describe your approach to play, that perhaps you already have considered some of these things, even if not for this exact reason. [/QUOTE]
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