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<blockquote data-quote="grendel111111" data-source="post: 6808152" data-attributes="member: 6803870"><p>I used <em>if</em> and it wasn't specifically your game. But in many games where you just "jump" to the next "scene" in the "narrative", direction is largely unimportant. Games such as Leverage you just jump to the targets building, where it is, beyond "somewhere in the city", isn't really important. It is playing the game in a different scale. You jump to the next interesting point.</p><p></p><p>For me I see the kind of game I like as having lots of "dumb luck" as you put it. As a player if I accept the dumb luck then it is my own stupid fault. Player agency is the players making their own agency (this means the DM has to not shut them down when they make their own agency). They make choices of how much they are going to find out about the surrounding area, what research they do, who they talk to or hire as a guide.</p><p>When people talk about player agency it so often sounds like if the DM doesn't give the players all the facts up front then the players are suddenly robbed of all agency, as if they are not capable of using their skills to gather information and make informed decisions. And there are times when it comes down to just blind luck and I am OK with that, too. If I am going to school and I can decide to go with my car on the motorway or take my motorbike on the back roads. It takes about the same amount of time. There is no agency for me because I don't know what might happen on either route. If I go on the motor way and there is a pile up of cars so I am late for school, that is dumb luck. If, before I leave for school, I check the weather conditions and listen to the traffic report then I have given myself agency, I can choose which way is best because I have more information. </p><p>Now if I just go and there is a delay I can get angry at (God/ fate/ the GM) because he didn't give me my agency. but it's my responsibility to make my own agency as well.</p></blockquote><p></p>
[QUOTE="grendel111111, post: 6808152, member: 6803870"] I used [I]if[/I] and it wasn't specifically your game. But in many games where you just "jump" to the next "scene" in the "narrative", direction is largely unimportant. Games such as Leverage you just jump to the targets building, where it is, beyond "somewhere in the city", isn't really important. It is playing the game in a different scale. You jump to the next interesting point. For me I see the kind of game I like as having lots of "dumb luck" as you put it. As a player if I accept the dumb luck then it is my own stupid fault. Player agency is the players making their own agency (this means the DM has to not shut them down when they make their own agency). They make choices of how much they are going to find out about the surrounding area, what research they do, who they talk to or hire as a guide. When people talk about player agency it so often sounds like if the DM doesn't give the players all the facts up front then the players are suddenly robbed of all agency, as if they are not capable of using their skills to gather information and make informed decisions. And there are times when it comes down to just blind luck and I am OK with that, too. If I am going to school and I can decide to go with my car on the motorway or take my motorbike on the back roads. It takes about the same amount of time. There is no agency for me because I don't know what might happen on either route. If I go on the motor way and there is a pile up of cars so I am late for school, that is dumb luck. If, before I leave for school, I check the weather conditions and listen to the traffic report then I have given myself agency, I can choose which way is best because I have more information. Now if I just go and there is a delay I can get angry at (God/ fate/ the GM) because he didn't give me my agency. but it's my responsibility to make my own agency as well. [/QUOTE]
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