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NPC Deception/Persuasion and player agency
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<blockquote data-quote="pemerton" data-source="post: 9559240" data-attributes="member: 42582"><p>I'm not incredulous about that. Stories, when told well, evoke emotions.</p><p></p><p>But they are not normally the emotions <em>of a protagonist</em>. They are typically sympathetic or aesthetic emotions of various sorts</p><p></p><p>Sure. A lot of people also can't ride unicycles - I mean, I know that I can't! (Even though I'm a pretty experienced cyclist.)</p><p></p><p>But I don't know what that is supposed to tell us about player agency.</p><p></p><p>I don't really know what this means.</p><p></p><p>Upthread, you referred to "player agency to solve a mystery". Where <em>the mystery</em> is not an actual mystery - the players aren't actually detectives - but a fictional mystery, like a whodunnit or similar.</p><p></p><p>If this is a species of player agency, then we could also talk about player agency to view a map, or draw a map. Or player agency to solve a riddle. Or player agency do any number of other things that might be associated with the sort of fiction generated by RPGing.</p><p></p><p>When I think about player agency in the context of RPGing, the sort of agency that I find salient is <em>agency in respect of the shared fiction</em> - and, given the asymmetric game roles that are typical in RPGing, for a player that normally means <em>agency to establish what sorts of goals can be meaningfully pursued by my PC as a protagonist, and what sorts of opposition will occur, and thus what is at stake for my PC in play</em>. That's pretty broad, and thus encompasses quite a range of RPGing, but there is some stuff that it excludes - namely, GM-driven play where the GM determines the goals (eg via "adventure hooks") and/or the opposition (the poster-child for this is the quest-giver who is really the villain - who would ever have anticipated such a shocking turn of events?!?! - but there are many less heavy-handed ways in which GMs decide the opposition) and/or the stakes (most often, at least it seems to me, GM's decide this by reading it from, or extrapolating it from, their notes).</p><p></p><p>The RPGs that I enjoy the most don't limit player agency of this sort, and others that I enjoy generally don't limit it much - eg I've found that it is not that hard to use Classic Traveller's patron generation system and random encounter system in a way that doesn't involve the GM unilaterally deciding the opposition and the stakes.</p><p></p><p>This I don't really get. A typical feature of good stories is that the events of the story pertain to, and reflect upon, the protagonist. This doesn't make stories <em>contrived</em> (except in the obvious sense that they are deliberately authored). It just means that the stories are <em>about</em> something and someone.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9559240, member: 42582"] I'm not incredulous about that. Stories, when told well, evoke emotions. But they are not normally the emotions [I]of a protagonist[/I]. They are typically sympathetic or aesthetic emotions of various sorts Sure. A lot of people also can't ride unicycles - I mean, I know that I can't! (Even though I'm a pretty experienced cyclist.) But I don't know what that is supposed to tell us about player agency. I don't really know what this means. Upthread, you referred to "player agency to solve a mystery". Where [I]the mystery[/I] is not an actual mystery - the players aren't actually detectives - but a fictional mystery, like a whodunnit or similar. If this is a species of player agency, then we could also talk about player agency to view a map, or draw a map. Or player agency to solve a riddle. Or player agency do any number of other things that might be associated with the sort of fiction generated by RPGing. When I think about player agency in the context of RPGing, the sort of agency that I find salient is [I]agency in respect of the shared fiction[/I] - and, given the asymmetric game roles that are typical in RPGing, for a player that normally means [I]agency to establish what sorts of goals can be meaningfully pursued by my PC as a protagonist, and what sorts of opposition will occur, and thus what is at stake for my PC in play[/I]. That's pretty broad, and thus encompasses quite a range of RPGing, but there is some stuff that it excludes - namely, GM-driven play where the GM determines the goals (eg via "adventure hooks") and/or the opposition (the poster-child for this is the quest-giver who is really the villain - who would ever have anticipated such a shocking turn of events?!?! - but there are many less heavy-handed ways in which GMs decide the opposition) and/or the stakes (most often, at least it seems to me, GM's decide this by reading it from, or extrapolating it from, their notes). The RPGs that I enjoy the most don't limit player agency of this sort, and others that I enjoy generally don't limit it much - eg I've found that it is not that hard to use Classic Traveller's patron generation system and random encounter system in a way that doesn't involve the GM unilaterally deciding the opposition and the stakes. This I don't really get. A typical feature of good stories is that the events of the story pertain to, and reflect upon, the protagonist. This doesn't make stories [I]contrived[/I] (except in the obvious sense that they are deliberately authored). It just means that the stories are [I]about[/I] something and someone. [/QUOTE]
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