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<blockquote data-quote="Nagol" data-source="post: 6325893" data-attributes="member: 23935"><p>I have no idea what "player agency infringement correlation" is -- player agency correlated against what and how is it an abstraction?</p><p></p><p>My style is pretty improvisational as well -- sandboxes by their nature need to be I think. The wider the choices available to the players, the more improvisation is necessary. The tools guide me as to what the players will find the next time they turn their attention somewhere and what is information is available in their environment. The tools I described help deal with the necessarily restricted information flow to the players by providing post-hoc justification for coincidence and in-game occurrences of a type directly perceived by the players.</p><p></p><p>Don't mistake my preference as a player (actor stance only, no actions dictated by me that do not have a corresponding decision point for the character) with my DMing style. I'm happy with a collaborative approach and player input into the campaign -- more than my players are, it seems. I enjoy running games like FATE or My Life with Master where the players have a much stronger voice about how situations unfold, have added player agency via Lion Rampant's <em>Whimsy Cards</em> (a randomised player meta-game asset) to a variety of games, player world-building is encouraged and most campaigns have a standing offer for anyone to DM any situation with the only restriction being it can't directly contradict current table understanding (my current Conspiracy-X campaign doesn't have this offer since the players don't have sufficient knowledge as to how the world works at this point; once they work out the rules and relationships it'll open up again).</p></blockquote><p></p>
[QUOTE="Nagol, post: 6325893, member: 23935"] I have no idea what "player agency infringement correlation" is -- player agency correlated against what and how is it an abstraction? My style is pretty improvisational as well -- sandboxes by their nature need to be I think. The wider the choices available to the players, the more improvisation is necessary. The tools guide me as to what the players will find the next time they turn their attention somewhere and what is information is available in their environment. The tools I described help deal with the necessarily restricted information flow to the players by providing post-hoc justification for coincidence and in-game occurrences of a type directly perceived by the players. Don't mistake my preference as a player (actor stance only, no actions dictated by me that do not have a corresponding decision point for the character) with my DMing style. I'm happy with a collaborative approach and player input into the campaign -- more than my players are, it seems. I enjoy running games like FATE or My Life with Master where the players have a much stronger voice about how situations unfold, have added player agency via Lion Rampant's [I]Whimsy Cards[/I] (a randomised player meta-game asset) to a variety of games, player world-building is encouraged and most campaigns have a standing offer for anyone to DM any situation with the only restriction being it can't directly contradict current table understanding (my current Conspiracy-X campaign doesn't have this offer since the players don't have sufficient knowledge as to how the world works at this point; once they work out the rules and relationships it'll open up again). [/QUOTE]
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