thefutilist
Adventurer
I'm not interested in the "character's" goal here, they're fictional constructs without agency. I'm interested in what the player's goals are and how those are supposed to be pursued. What is the purpose for proposing one action over another, and how should they reason about those choices, so as to prefer some specific approach?
This is both dependant upon the game and who you ask. I disagree with a lot of the other narrativist inclined types here because I do think they’re making stuff a bit mushy.
So assuming you want narrativist stuff (and that’s not an automatic assumption with blades), you’re making two types of decisions.
One: manipulating the game state and mechanics to get to your desired fictional state.
Two: making expressive choices bound by your character and the situation. You can put this in many other ways but an easy one might be ‘making moral choices on behalf of your character.’
What you’ll probably find is that most narrativists exist on a spectrum of how much they want type one decisions in their game. Any game that’s heavy on meta-currency is going to have loads of type one decisions, maybe even predominately type one decisions.
There’s also crossover, the decisions aren’t pure and discrete because one influences the other.

