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All i Really Care About is Interesting Choices
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<blockquote data-quote="Reynard" data-source="post: 8668067" data-attributes="member: 467"><p>Just an idle Saturday Morning Thought: as a GM, when I am running a game -- any game -- all I really care about is the players having meaningful choices to make at any given moment of play. It doesn't matter if it is at a dungeon intersection or shopping for potions or choosing sides in a draconic civil war. The whole point of the medium, to me, is to witness Player Agency and respond to it, in order to lead to more of it.</p><p></p><p>Note that I am not talking about complete player freedom (Matt Coville has a great video on the subject of <a href="https://youtu.be/KqIZytzzFKU" target="_blank">Agency versus freedom</a>). I think it is perfectly okay to constrain choices. in fact, in order to get meaningful choices, you HAVE to constrain them.</p><p></p><p>I often find myself cutting stuff out of play that others might consider "immersion" because there's no meaningful choice to be made. Roleplaying shopping is one good example: the choice of what resources to bring on an adventure will very likely be meaningful LATER, but at the moment of play it isn't so I don't bother spending time on the shopkeep interactions. Other times I remind myself to make otherwise arbitrary choices meaningful, like the dungeon intersection problem. There MUST be clues about what might lie in either direction, otherwise the choice is meaningless.</p><p></p><p>Like I said, just musing.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8668067, member: 467"] Just an idle Saturday Morning Thought: as a GM, when I am running a game -- any game -- all I really care about is the players having meaningful choices to make at any given moment of play. It doesn't matter if it is at a dungeon intersection or shopping for potions or choosing sides in a draconic civil war. The whole point of the medium, to me, is to witness Player Agency and respond to it, in order to lead to more of it. Note that I am not talking about complete player freedom (Matt Coville has a great video on the subject of [URL='https://youtu.be/KqIZytzzFKU']Agency versus freedom[/URL]). I think it is perfectly okay to constrain choices. in fact, in order to get meaningful choices, you HAVE to constrain them. I often find myself cutting stuff out of play that others might consider "immersion" because there's no meaningful choice to be made. Roleplaying shopping is one good example: the choice of what resources to bring on an adventure will very likely be meaningful LATER, but at the moment of play it isn't so I don't bother spending time on the shopkeep interactions. Other times I remind myself to make otherwise arbitrary choices meaningful, like the dungeon intersection problem. There MUST be clues about what might lie in either direction, otherwise the choice is meaningless. Like I said, just musing. [/QUOTE]
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