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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="pemerton" data-source="post: 8012586" data-attributes="member: 42582"><p>These posts seeem confused about [USER=99817]@chaochou[/USER]'s point. He is not making an assertion about <em>what the rules of 5e D&D permit or require</em>. He is making an assertion about <em>whether a particular decision-making procedure permits players to exercise agency</em>.</p><p></p><p>It does not rebut his claim to show that one popular RPG endorses or promotes that decision-making procedure.</p><p></p><p>In the post of mine that you quotd, I distinguished two things:</p><p></p><p>(i) Establishing the costraints of genre and fictional positioning;</p><p></p><p>(ii) Applying the action resolution mechanics to find out what happens when an action is declared.</p><p></p><p>The first - which seems to be what you are referring to when you talk about "changing everything" and "established things" - <em>does </em>engage player agency. Because it is (or certainly can be) a matter of negotiation and table consensus.</p><p></p><p>The second does (or certainly <em>can</em>) engage player agency because the action resolution mechanics tell us whether the player's vision or the GM's vision of what comes next prevails.</p><p></p><p>Which RPGs do you have in mind?</p><p></p><p>In a social activity - include collective generation of a fiction as takes place in RPGing - it will be rare for any one person to have everything play out as they envisage it. But that isn't what [USER=99817]@chaochou[/USER] is talking about. He referred to <em>GM decides</em> - that is, to a situation in which one person routinely gets to have things play out as they envisage it. That clearly involves a burden on the agency of other participants.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8012586, member: 42582"] These posts seeem confused about [USER=99817]@chaochou[/USER]'s point. He is not making an assertion about [I]what the rules of 5e D&D permit or require[/I]. He is making an assertion about [I]whether a particular decision-making procedure permits players to exercise agency[/I]. It does not rebut his claim to show that one popular RPG endorses or promotes that decision-making procedure. In the post of mine that you quotd, I distinguished two things: (i) Establishing the costraints of genre and fictional positioning; (ii) Applying the action resolution mechanics to find out what happens when an action is declared. The first - which seems to be what you are referring to when you talk about "changing everything" and "established things" - [I]does [/I]engage player agency. Because it is (or certainly can be) a matter of negotiation and table consensus. The second does (or certainly [I]can[/I]) engage player agency because the action resolution mechanics tell us whether the player's vision or the GM's vision of what comes next prevails. Which RPGs do you have in mind? In a social activity - include collective generation of a fiction as takes place in RPGing - it will be rare for any one person to have everything play out as they envisage it. But that isn't what [USER=99817]@chaochou[/USER] is talking about. He referred to [I]GM decides[/I] - that is, to a situation in which one person routinely gets to have things play out as they envisage it. That clearly involves a burden on the agency of other participants. [/QUOTE]
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