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Dealing with agency and retcon (in semi sandbox)
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<blockquote data-quote="chaochou" data-source="post: 9066108" data-attributes="member: 99817"><p>It's my view that agency in a game is a product of <em>inviolable rules</em> which <em>players know</em> and <em>can rely on</em> to <em>achieve known goals</em>.</p><p></p><p>Each of these elements are placed under considerable stress by a lot of rpg play, which typically:</p><ul> <li data-xf-list-type="ul">does not treat rules as inviolable (for the GM)</li> <li data-xf-list-type="ul">features no reliability in resolution for key elements of gameplay and passes it all to the GM to resolve</li> <li data-xf-list-type="ul">assumes the GM will create ad-hoc resolution processes - with resultant lack of transparency for players</li> <li data-xf-list-type="ul">assumes the GM sets goals in secret</li> </ul><p>I'd suggest:</p><ul> <li data-xf-list-type="ul">It's clear from many posts on these boards and the text of the games themselves that rules are assumed not to work or to need replacing, patching or wholesale improvising - always by the GM with no acknowledgement that transparency is required for informed decision-making, which is the bedrock of agency.</li> <li data-xf-list-type="ul">That 'I make an ability check and you narrate the outcome you think is appropriate' is not reliable resolution for achieving <em>my </em>goals. It's reliable resolution for achieving <em>yours</em>.</li> <li data-xf-list-type="ul">That the traditional game set-up - of 'hooks' and fetch-quests and NPCs who only co-operate once the PCs have done what they're told - is a way of endlessly concealing the GMs actual pre-authored goals for the character or group - until the 'big reveal' 90% of the way through 'the adventure'.</li> </ul><p>While all these elements can function together to produce fun, functional play, it is low agency play where player agency is ceded so the GM can pace the 'story' to create tension and unexpected plot reveals.</p><p></p><p>High agency rpg play, on the other hand, typically features;</p><ul> <li data-xf-list-type="ul">No agreement that the GM / MC / narrator can unilaterally disregard the rules</li> <li data-xf-list-type="ul">Transparent rules and processes that offer guaranteed outcomes (good and bad)</li> <li data-xf-list-type="ul">Transparent goals for characters - often through authorship of them by the players</li> <li data-xf-list-type="ul">Faciliatation of that authorship through group creation of setting and/or situation such that character goals are given meaning and context by player choice, not secret GM backstory</li> </ul></blockquote><p></p>
[QUOTE="chaochou, post: 9066108, member: 99817"] It's my view that agency in a game is a product of [I]inviolable rules[/I] which [I]players know[/I] and [I]can rely on[/I] to [I]achieve known goals[/I]. Each of these elements are placed under considerable stress by a lot of rpg play, which typically: [LIST] [*]does not treat rules as inviolable (for the GM) [*]features no reliability in resolution for key elements of gameplay and passes it all to the GM to resolve [*]assumes the GM will create ad-hoc resolution processes - with resultant lack of transparency for players [*]assumes the GM sets goals in secret [/LIST] I'd suggest: [LIST] [*]It's clear from many posts on these boards and the text of the games themselves that rules are assumed not to work or to need replacing, patching or wholesale improvising - always by the GM with no acknowledgement that transparency is required for informed decision-making, which is the bedrock of agency. [*]That 'I make an ability check and you narrate the outcome you think is appropriate' is not reliable resolution for achieving [I]my [/I]goals. It's reliable resolution for achieving [I]yours[/I]. [*]That the traditional game set-up - of 'hooks' and fetch-quests and NPCs who only co-operate once the PCs have done what they're told - is a way of endlessly concealing the GMs actual pre-authored goals for the character or group - until the 'big reveal' 90% of the way through 'the adventure'. [/LIST] While all these elements can function together to produce fun, functional play, it is low agency play where player agency is ceded so the GM can pace the 'story' to create tension and unexpected plot reveals. High agency rpg play, on the other hand, typically features; [LIST] [*]No agreement that the GM / MC / narrator can unilaterally disregard the rules [*]Transparent rules and processes that offer guaranteed outcomes (good and bad) [*]Transparent goals for characters - often through authorship of them by the players [*]Faciliatation of that authorship through group creation of setting and/or situation such that character goals are given meaning and context by player choice, not secret GM backstory [/LIST] [/QUOTE]
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