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A Question Of Agency?
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<blockquote data-quote="FrogReaver" data-source="post: 8169747" data-attributes="member: 6795602"><p>Good example by the way. I don’t think the contrast is quite as large as you think. A 20-1 choke point in d&d will have a huge effect vs being surrounded 20-1. Much greater than double.</p><p></p><p>However, it’s good to explicitly point out that Blades action resolution does depend on fictional positioning which does tend to get lost in translation a bit.</p><p></p><p>My issues that I keep coming back to with blades are:</p><p>1. The players role in determining the outcome of a success. It’s very possible this is overblown in critics minds as there may be some fairly large constraints on what can be achieved with a success. But if those constraints exist to the extent that would be necessary then it’s really hard to see how it’s nearly as agency enhancing as advertised. What I’m afraid is most likely happening are that players adapt to the boundaries in any given system and so as long as they can do what they want within those boundaries then agency! IMO. I don’t see blades or d&d as having fewer boundaries over what a PCs can attempt, just different ones. nor does the set of outcomes that can be achieved via each systems action resolution actually differ much if any as far as I can tell.</p><p></p><p>I might be wrong and change my mind later, but i get the feeling that blades is set up to handle complex actions better, whereas d&d is set up more to handle simple actions. That’s an interesting difference to me.</p><p></p><p>But agency isn’t a useful descriptor here. We all agree that the major thing the blades player can do that the d&d player cannot is set what the success state of his action is. (Well some forms of d&d play approximate this with goal and approach). What we disagree on is whether that’s actually more agency. That’s not something we are going to agree on.</p><p></p><p>2. The players ability to change fictional positioning by creating fictional details their character in the now doesn’t have control over. (Think flashbacks and possibly some details they can add to the scene on a success or via some other mechanic).</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8169747, member: 6795602"] Good example by the way. I don’t think the contrast is quite as large as you think. A 20-1 choke point in d&d will have a huge effect vs being surrounded 20-1. Much greater than double. However, it’s good to explicitly point out that Blades action resolution does depend on fictional positioning which does tend to get lost in translation a bit. My issues that I keep coming back to with blades are: 1. The players role in determining the outcome of a success. It’s very possible this is overblown in critics minds as there may be some fairly large constraints on what can be achieved with a success. But if those constraints exist to the extent that would be necessary then it’s really hard to see how it’s nearly as agency enhancing as advertised. What I’m afraid is most likely happening are that players adapt to the boundaries in any given system and so as long as they can do what they want within those boundaries then agency! IMO. I don’t see blades or d&d as having fewer boundaries over what a PCs can attempt, just different ones. nor does the set of outcomes that can be achieved via each systems action resolution actually differ much if any as far as I can tell. I might be wrong and change my mind later, but i get the feeling that blades is set up to handle complex actions better, whereas d&d is set up more to handle simple actions. That’s an interesting difference to me. But agency isn’t a useful descriptor here. We all agree that the major thing the blades player can do that the d&d player cannot is set what the success state of his action is. (Well some forms of d&d play approximate this with goal and approach). What we disagree on is whether that’s actually more agency. That’s not something we are going to agree on. 2. The players ability to change fictional positioning by creating fictional details their character in the now doesn’t have control over. (Think flashbacks and possibly some details they can add to the scene on a success or via some other mechanic). [/QUOTE]
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