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General Tabletop Discussion
*TTRPGs General
An examination of player agency
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<blockquote data-quote="hawkeyefan" data-source="post: 9641792" data-attributes="member: 6785785"><p>Right… that’s the thing, some kind of rule can be established such that the player knows what to expect and can make decisions accordingly. </p><p></p><p>Flipping a coin may not be satisfactory for all instances, so we’d likely have to fall back on something else. Luckily, some games have done this. Even D&D… which may have multiple ways to handle something (an ability check or a saving throw may be used interchangeably in some cases)… can still fall back on those as basics. Other games have a general resolution system that can work in nearly any circumstance. </p><p></p><p></p><p></p><p>My condolences!</p><p></p><p></p><p></p><p>I don’t think that’s true. It’s more that they don’t want the GM to arbitrate over the player. Or the rules. </p><p></p><p>Like if I’m playing a game, I like to know how I can achieve my goals. What are the obstacles in my way? What are the rules that will play a factor in what I want to do?</p><p></p><p>If you play nearly any other game… this is information that is available to you. Look at basketball… I know that my goal is to score… to get the ball in the basket. I can move about, but have to dribble. I can pass. I have to stay inbounds, I can’t travel, I can’t pass backward across the half court line once the ball has passed it. And so on. </p><p></p><p>Now… does this mean I know everything? Not necessarily. My opponents’ skill level may not be known. How lenient the ref may be when calling fouls may not be known. And so on. </p><p></p><p>But you’d never expect anyone to play basketball where they either were not aware of these rules, or the rules were subject to change without notice. </p><p></p><p>And this applies to just about every other game. But when it comes to RPGs, a lot of times people struggle with this.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9641792, member: 6785785"] Right… that’s the thing, some kind of rule can be established such that the player knows what to expect and can make decisions accordingly. Flipping a coin may not be satisfactory for all instances, so we’d likely have to fall back on something else. Luckily, some games have done this. Even D&D… which may have multiple ways to handle something (an ability check or a saving throw may be used interchangeably in some cases)… can still fall back on those as basics. Other games have a general resolution system that can work in nearly any circumstance. My condolences! I don’t think that’s true. It’s more that they don’t want the GM to arbitrate over the player. Or the rules. Like if I’m playing a game, I like to know how I can achieve my goals. What are the obstacles in my way? What are the rules that will play a factor in what I want to do? If you play nearly any other game… this is information that is available to you. Look at basketball… I know that my goal is to score… to get the ball in the basket. I can move about, but have to dribble. I can pass. I have to stay inbounds, I can’t travel, I can’t pass backward across the half court line once the ball has passed it. And so on. Now… does this mean I know everything? Not necessarily. My opponents’ skill level may not be known. How lenient the ref may be when calling fouls may not be known. And so on. But you’d never expect anyone to play basketball where they either were not aware of these rules, or the rules were subject to change without notice. And this applies to just about every other game. But when it comes to RPGs, a lot of times people struggle with this. [/QUOTE]
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An examination of player agency
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