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General Tabletop Discussion
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Realistic Consequences vs Gameplay
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<blockquote data-quote="prabe" data-source="post: 8013246" data-attributes="member: 7016699"><p>Wow.</p><p></p><p>You say this:</p><p></p><p></p><p></p><p>And then you say this:</p><p></p><p></p><p></p><p>Which. Is. Exactly. What. I. Mean.</p><p></p><p>So, which is it? Do you understand? Do you not understand? Do you understand but you don't know you understand? If you're playing stupid, please stop; I know you're not stupid.</p><p></p><p></p><p></p><p>I, as DM, author the starting states, which are used as exactly that--starting states, as a large part of the framing for a given adventure. As the game is played, more fiction emerges, which is used as further framing for further adventures. From time to time, I author new starting states, which I endeavor to keep consistent with previous events. In prior conversations, I have referred to this as "instigating" and you have professed to understand what I meant, then.</p><p></p><p></p><p></p><p>I am not presuming the players won't have agency. Something being impossible doesn't negate player agency. The fact you have a player at your table who knows how tugboats operate kept that consistent with reality, but the fact that the operator couldn't (in the absurd) have the tugboat take off like a helicopter doesn't do change the options he has.</p><p></p><p></p><p></p><p>That sounds more like authorship than agency to me. It's cool that you're so flexible as a GM--I find it hard to maintain coherence in the game world when I allow players the ability to write much in it.</p><p></p><p></p><p></p><p>Sounds to me as though you're talking about being clear what the action is before resolving it. That's good play, I agree. Everyone should be clear on the stakes of an action.</p><p></p><p></p><p></p><p>There are games wherein arguably the players have less agency in the sense of authority over their characters, in exchange for greater ability to re-write the world by Fiat; so, it actually does vary, and it's a different thing from narrative authority.</p><p></p><p>I don't believe I have said anything to the contrary about player agency and action resolution; I have said that some of the mechanics described don't touch player agency.</p><p></p><p>As to the last paragraph, the players are more authors of the emergent stories than I am as DM. Their characters are busy changing the world--the shared fiction. That is the role of the players and their characters in the game.</p></blockquote><p></p>
[QUOTE="prabe, post: 8013246, member: 7016699"] Wow. You say this: And then you say this: Which. Is. Exactly. What. I. Mean. So, which is it? Do you understand? Do you not understand? Do you understand but you don't know you understand? If you're playing stupid, please stop; I know you're not stupid. I, as DM, author the starting states, which are used as exactly that--starting states, as a large part of the framing for a given adventure. As the game is played, more fiction emerges, which is used as further framing for further adventures. From time to time, I author new starting states, which I endeavor to keep consistent with previous events. In prior conversations, I have referred to this as "instigating" and you have professed to understand what I meant, then. I am not presuming the players won't have agency. Something being impossible doesn't negate player agency. The fact you have a player at your table who knows how tugboats operate kept that consistent with reality, but the fact that the operator couldn't (in the absurd) have the tugboat take off like a helicopter doesn't do change the options he has. That sounds more like authorship than agency to me. It's cool that you're so flexible as a GM--I find it hard to maintain coherence in the game world when I allow players the ability to write much in it. Sounds to me as though you're talking about being clear what the action is before resolving it. That's good play, I agree. Everyone should be clear on the stakes of an action. There are games wherein arguably the players have less agency in the sense of authority over their characters, in exchange for greater ability to re-write the world by Fiat; so, it actually does vary, and it's a different thing from narrative authority. I don't believe I have said anything to the contrary about player agency and action resolution; I have said that some of the mechanics described don't touch player agency. As to the last paragraph, the players are more authors of the emergent stories than I am as DM. Their characters are busy changing the world--the shared fiction. That is the role of the players and their characters in the game. [/QUOTE]
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