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General Tabletop Discussion
*TTRPGs General
An examination of player agency
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9642238"><p>They will have details. But those cities are also going to have a lot of open space that will be generated by the GM as the players push on the boundaries by doing things, asking questions about the town, etc </p><p></p><p></p><p></p><p>But this is illusionism, a trick by the GM, to make the player think they have a choice when they don't. That isn't giving a player control of their character at all. </p><p></p><p></p><p>Again no one is saying principles aren't important. They are disagreeing with the OPs assertion that unless you have these other elements you don't have agency. And the example here isn't even about GMing principles. Any GM who says you have control of your character, but then makes all of your choices meaningless, isn't fulfilling the promise that you can control your character (because if I choose between doors A B and C and no matter what I choose it is always going to be a spear trap on my first choice, and an ogre on my second, you are undermining that control). It doesn't even require a principle beyond letting the players choose actions and make choices. The example you are providing is basically just taking what most people would consider to be a shady tactic or bad GMing regardless of what principles are in play</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9642238"] They will have details. But those cities are also going to have a lot of open space that will be generated by the GM as the players push on the boundaries by doing things, asking questions about the town, etc But this is illusionism, a trick by the GM, to make the player think they have a choice when they don't. That isn't giving a player control of their character at all. Again no one is saying principles aren't important. They are disagreeing with the OPs assertion that unless you have these other elements you don't have agency. And the example here isn't even about GMing principles. Any GM who says you have control of your character, but then makes all of your choices meaningless, isn't fulfilling the promise that you can control your character (because if I choose between doors A B and C and no matter what I choose it is always going to be a spear trap on my first choice, and an ogre on my second, you are undermining that control). It doesn't even require a principle beyond letting the players choose actions and make choices. The example you are providing is basically just taking what most people would consider to be a shady tactic or bad GMing regardless of what principles are in play [/QUOTE]
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