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General Tabletop Discussion
*TTRPGs General
An examination of player agency
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<blockquote data-quote="Crimson Longinus" data-source="post: 9642191" data-attributes="member: 7025508"><p>Agency over the character's psyche and also resulting dramatic beats.</p><p></p><p></p><p></p><p>I think the moments leading to it were perfectly sensible. And I had no issue with my character taking trauma as result of that scene, that ended in a cold-blooded murder and dramatic revelation of regarding my character's past. What I would have had an issue with, was that by letter of the rules my character would have suffered the trauma as result of trivial matter, and would have been removed from the scene in which he was quite integral part of before it had been dramatically resolved. It simply would not have coherently followed from the established fiction either narratively, immersively or logically. My character took the trauma, I was not avoiding that, but it happened in a satisfactory instead of stupid way. And I absolutely think that our call on how to handle it was the correct one. </p><p></p><p>Now I think that we had to do this in the first place is because how the trauma rules are written, and I think they're bad min this regard. Because you can take stress from some pretty damn narratively trivial things, hell you can even take via flashback, where in the present literally nothing that could trigger the trauma is happening, so instantly triggering it at once when the stress meter is filled can cause unsatisfactory results. So I strongly feel that is better to keep the timing of the trauma acquisition and writing of the character from the scene somewhat more flexible, so that that it easier to keep the narrative sensible.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9642191, member: 7025508"] Agency over the character's psyche and also resulting dramatic beats. I think the moments leading to it were perfectly sensible. And I had no issue with my character taking trauma as result of that scene, that ended in a cold-blooded murder and dramatic revelation of regarding my character's past. What I would have had an issue with, was that by letter of the rules my character would have suffered the trauma as result of trivial matter, and would have been removed from the scene in which he was quite integral part of before it had been dramatically resolved. It simply would not have coherently followed from the established fiction either narratively, immersively or logically. My character took the trauma, I was not avoiding that, but it happened in a satisfactory instead of stupid way. And I absolutely think that our call on how to handle it was the correct one. Now I think that we had to do this in the first place is because how the trauma rules are written, and I think they're bad min this regard. Because you can take stress from some pretty damn narratively trivial things, hell you can even take via flashback, where in the present literally nothing that could trigger the trauma is happening, so instantly triggering it at once when the stress meter is filled can cause unsatisfactory results. So I strongly feel that is better to keep the timing of the trauma acquisition and writing of the character from the scene somewhat more flexible, so that that it easier to keep the narrative sensible. [/QUOTE]
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An examination of player agency
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