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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: 9643537" data-attributes="member: 6785785"><p>I find that some mechanics related to this stuff can be helpful, depending on what the game’s trying to do. But it’s certainly not necessary. For instance, in Spire, the only real mechanic about the relationship between a PC and a Bond is how much Stress the Bond has. The higher the Stress, the greater the risk of Fallout to that Bond (meaning consequences related to them helping you). And the higher the Stress when the Fallout happens, the worse the consequences. I had a Knight character lose his Squire to Fallout in a gunfight… it was a brutal event and a pivotal moment in the campaign. And likely not something I’d have done without mechanics… I’d likely have softballed it. </p><p></p><p>Out of curiosity… what would you consider a power-grab or something that would disrupt the setting? </p><p></p><p></p><p></p><p>Yeah, formalizing the process is great, I think. By the time play actually begins, you have a solid base of material to work with. The players likely already have some goals, and there are some threats looming. </p><p></p><p>During character creation, our ranger chose a threat in the forest… some mysterious creature that he had a near-death encounter with. Interestingly, because one of the choices for the ranger was “2 or 3 dogs”, we decided that he had three dogs, but one was killed in that encounter. </p><p></p><p>Nothing like a dead pet to motivate a character!</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9643537, member: 6785785"] I find that some mechanics related to this stuff can be helpful, depending on what the game’s trying to do. But it’s certainly not necessary. For instance, in Spire, the only real mechanic about the relationship between a PC and a Bond is how much Stress the Bond has. The higher the Stress, the greater the risk of Fallout to that Bond (meaning consequences related to them helping you). And the higher the Stress when the Fallout happens, the worse the consequences. I had a Knight character lose his Squire to Fallout in a gunfight… it was a brutal event and a pivotal moment in the campaign. And likely not something I’d have done without mechanics… I’d likely have softballed it. Out of curiosity… what would you consider a power-grab or something that would disrupt the setting? Yeah, formalizing the process is great, I think. By the time play actually begins, you have a solid base of material to work with. The players likely already have some goals, and there are some threats looming. During character creation, our ranger chose a threat in the forest… some mysterious creature that he had a near-death encounter with. Interestingly, because one of the choices for the ranger was “2 or 3 dogs”, we decided that he had three dogs, but one was killed in that encounter. Nothing like a dead pet to motivate a character! [/QUOTE]
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An examination of player agency
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