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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Manbearcat" data-source="post: 9557052" data-attributes="member: 6696971"><p>I think what is happening above in your post is a bit of an accidental pivot. I think the accidental part of your pivot here is because you’ve kind of internalized the conflation and tradeoffs that I’m referring to so it might not even be apparent to you anymore?</p><p></p><p>The matter in question isn’t <em>whether the in-setting character (sans player) is</em> an actual alien to their own accumulated knowledge and experience of living in a place and having relationships.</p><p></p><p>The matter in question is <em>whether the processes of play (in this case giving up ownership rights with repeated “hey GM, do I know <x>?” and then pantomiming the answers as if they were your own and/or acting upon the answers) generate a sense of alienation within a player who is trying to inhabit a character</em> who has lived a life…in a place…with people…and has been afforded accumulated knowledge and experience accordingly...all of which they should have exclusive ownership over. It’s that (essential to <strong>immersionist priorities)</strong> <strong>character experience : player experience synthesis </strong>that is under the microscope here.</p><p></p><p>Now you might say “there is a trade-off that has to be made here to ensure (a) <strong>GM authorship and stewardship of setting</strong>.” You might say “there is a trade-off that has to be made here to ensure (b) <strong>the integrity of challenge-based priorities is maintained</strong>.”</p><p></p><p>I agree.</p><p></p><p>Those two bolded priorities are also fundamental to the bulk of Trad play and the collisions between all these bolded priorities and the gameplay processes meant to facilitate them have to be weighed. In the course of that, certain tradeoffs are made (such as a <em>player giving up ownership rights over their accumulated knowledge and setting-lived-in-experience</em>)…which is what I’m pointing at in the post you replied to and again in my first 3 x paragraphs here.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9557052, member: 6696971"] I think what is happening above in your post is a bit of an accidental pivot. I think the accidental part of your pivot here is because you’ve kind of internalized the conflation and tradeoffs that I’m referring to so it might not even be apparent to you anymore? The matter in question isn’t [I]whether the in-setting character (sans player) is[/I] an actual alien to their own accumulated knowledge and experience of living in a place and having relationships. The matter in question is [I]whether the processes of play (in this case giving up ownership rights with repeated “hey GM, do I know <x>?” and then pantomiming the answers as if they were your own and/or acting upon the answers) generate a sense of alienation within a player who is trying to inhabit a character[/I] who has lived a life…in a place…with people…and has been afforded accumulated knowledge and experience accordingly...all of which they should have exclusive ownership over. It’s that (essential to [B]immersionist priorities)[/B] [B]character experience : player experience synthesis [/B]that is under the microscope here. Now you might say “there is a trade-off that has to be made here to ensure (a) [B]GM authorship and stewardship of setting[/B].” You might say “there is a trade-off that has to be made here to ensure (b) [B]the integrity of challenge-based priorities is maintained[/B].” I agree. Those two bolded priorities are also fundamental to the bulk of Trad play and the collisions between all these bolded priorities and the gameplay processes meant to facilitate them have to be weighed. In the course of that, certain tradeoffs are made (such as a [I]player giving up ownership rights over their accumulated knowledge and setting-lived-in-experience[/I])…which is what I’m pointing at in the post you replied to and again in my first 3 x paragraphs here. [/QUOTE]
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