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General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Hussar" data-source="post: 5720479" data-attributes="member: 22779"><p>Of course the player altered reality. Was there an option to change the computer program before the player came up with the plan? If there wasn't, then the player has just changed reality - he added something that wasn't there previously. See, you added in the point, "should be accomplishable". According to whom? The DM typically. So, the DM is adding elements to the game world that weren't there before to accommodate a request from the player that is reasonable. That's narrative control by definition.</p><p></p><p>If the option was there beforehand, then fine, it's not narrative control, it's character agency. However, <u>adding the option</u> is not character agency. The character cannot add that option. Only the DM can add that option (or sometimes the player, depending on the system). IOW, the option is being added, distinct from any actions that character could possibly take. And the reason this option is being added is because of the suggestions of the player. Again, that's narrative control.</p><p></p><p>Basically, we're down to dueling definitions. If "narrative control" is only when players outright contradict existing, known reality, then of course it would be bad because it's inconsistent. However, as has been shown in this thread, most people do not define "narrative control" in such an extreme fashion.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5720479, member: 22779"] Of course the player altered reality. Was there an option to change the computer program before the player came up with the plan? If there wasn't, then the player has just changed reality - he added something that wasn't there previously. See, you added in the point, "should be accomplishable". According to whom? The DM typically. So, the DM is adding elements to the game world that weren't there before to accommodate a request from the player that is reasonable. That's narrative control by definition. If the option was there beforehand, then fine, it's not narrative control, it's character agency. However, [u]adding the option[/u] is not character agency. The character cannot add that option. Only the DM can add that option (or sometimes the player, depending on the system). IOW, the option is being added, distinct from any actions that character could possibly take. And the reason this option is being added is because of the suggestions of the player. Again, that's narrative control. Basically, we're down to dueling definitions. If "narrative control" is only when players outright contradict existing, known reality, then of course it would be bad because it's inconsistent. However, as has been shown in this thread, most people do not define "narrative control" in such an extreme fashion. [/QUOTE]
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Giving players narrative control: good bad or indifferent?
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