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General Tabletop Discussion
*TTRPGs General
NPC Deception/Persuasion and player agency
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<blockquote data-quote="Oryzarius" data-source="post: 9559343" data-attributes="member: 61736"><p>That depends. Some folks feel no emotion at all beyond logical satisfaction: the game is merely a problem-solving practical exercise. More literary types may appreciate the story <em>from the outside</em>, as a third-person narrative construct, with just the sympathetic or aesthetic reaction you describe. Yet others may appreciate the story as an actor might, immersively, feeling a Stanislavskian-style response to the experiences of their own character.</p><p></p><p>Again, all of these are appropriate responses. But they're quite different, and violations of agency will produce different reactions in the different types.</p><p></p><p>To me, "agency" entirely involves freedom of choice. If the players are portraying an agency of private detectives, they should have the choice of whether or not to take a case from a client: doing so just because it's the only plotline that the GM has cooked up for the night may be friendly, but may also be disruptive to whatever narrative experience they're seeking from the game.</p></blockquote><p></p>
[QUOTE="Oryzarius, post: 9559343, member: 61736"] That depends. Some folks feel no emotion at all beyond logical satisfaction: the game is merely a problem-solving practical exercise. More literary types may appreciate the story [I]from the outside[/I], as a third-person narrative construct, with just the sympathetic or aesthetic reaction you describe. Yet others may appreciate the story as an actor might, immersively, feeling a Stanislavskian-style response to the experiences of their own character. Again, all of these are appropriate responses. But they're quite different, and violations of agency will produce different reactions in the different types. To me, "agency" entirely involves freedom of choice. If the players are portraying an agency of private detectives, they should have the choice of whether or not to take a case from a client: doing so just because it's the only plotline that the GM has cooked up for the night may be friendly, but may also be disruptive to whatever narrative experience they're seeking from the game. [/QUOTE]
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