Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="prabe" data-source="post: 8014307" data-attributes="member: 7016699"><p>I believe I have located at least one locus of the failure to communicate, here. Player agency (as I've been trying to use it consistently) is about the players making decisions for or through their characters, which choices alter the fictional state. So player agency isn't involved in the action of swimming across the river so much as in the decision to do so. If the fictional state doesn't change--if the encounters are the same whether or not the river is swum, if the same results attain--then there's no player agency involved, even if the action (swimming across the river) is resolved. When I say "THIS IS WHERE THE AGENCY HAPPENS" I mean in the decision to swim across the river, not as much in the declaration of the action.</p><p></p><p>I know I use the term differently than you; I'm hoping that you can see what I mean, and why I see things like "The DM Decides" (as a method of action resolution) as I do--as not impinging on player agency <strong>as I use the term.</strong></p><p></p><p></p><p></p><p>I don't see any deep fundamental difference between the procedure you describe and the one I describe, if you leave out any assertions about where player agency comes into play. You share some of the curation/decision-making around the table, which almost certainly works at your table, for the games you play, the way you run them. Because I have in the past had a hard time with coherence when I did that, I don't. It's a preference, and I am not convinced your approach is objectively wrong--just wrong for me.</p><p></p><p>I said:</p><p></p><p></p><p></p><p></p><p></p><p>This may be another locus of our failure to communicate, here. I believe that fiction emerges from play; that may sound to you as though I believe it to be self-actualizing (sorry for the American spelling, there). I do believe that established facts in the fiction do exert causal power--I suspect that you do, too.</p><p></p><p></p><p></p><p>That depends. In the instance of tugboats we have concensus reality to fall back on--the real-world capabilities of tugboats are easily researched, though converting those to game mechanics may take some work. In the instance of setting-elements in a game world, we have published materials if we're running those; we have the GM's notes if it's a homebrew adventure; we have common sense (or an unreasonable facsimile thereof) if something is not covered in the notes or published material--the GM exercises judgment (possibly in consultation with the table, the way you describe your tables at least sometimes operating, which I'll say again isn't something I'm trying to argue against).</p><p></p><p>Any of those would seem as though they'd be part of the fictional state. If player agency (in either the definition you've been using or in mine, I think) is about changing the fictional state, it must be defined before it can be change; that's what notes and prep and GM judgment (and real-world knowledge) are for. Without a fictional state to change, there is nothing to choose, there is nothing to change, and there can be no player agency.</p></blockquote><p></p>
[QUOTE="prabe, post: 8014307, member: 7016699"] I believe I have located at least one locus of the failure to communicate, here. Player agency (as I've been trying to use it consistently) is about the players making decisions for or through their characters, which choices alter the fictional state. So player agency isn't involved in the action of swimming across the river so much as in the decision to do so. If the fictional state doesn't change--if the encounters are the same whether or not the river is swum, if the same results attain--then there's no player agency involved, even if the action (swimming across the river) is resolved. When I say "THIS IS WHERE THE AGENCY HAPPENS" I mean in the decision to swim across the river, not as much in the declaration of the action. I know I use the term differently than you; I'm hoping that you can see what I mean, and why I see things like "The DM Decides" (as a method of action resolution) as I do--as not impinging on player agency [B]as I use the term.[/B] I don't see any deep fundamental difference between the procedure you describe and the one I describe, if you leave out any assertions about where player agency comes into play. You share some of the curation/decision-making around the table, which almost certainly works at your table, for the games you play, the way you run them. Because I have in the past had a hard time with coherence when I did that, I don't. It's a preference, and I am not convinced your approach is objectively wrong--just wrong for me. I said: This may be another locus of our failure to communicate, here. I believe that fiction emerges from play; that may sound to you as though I believe it to be self-actualizing (sorry for the American spelling, there). I do believe that established facts in the fiction do exert causal power--I suspect that you do, too. That depends. In the instance of tugboats we have concensus reality to fall back on--the real-world capabilities of tugboats are easily researched, though converting those to game mechanics may take some work. In the instance of setting-elements in a game world, we have published materials if we're running those; we have the GM's notes if it's a homebrew adventure; we have common sense (or an unreasonable facsimile thereof) if something is not covered in the notes or published material--the GM exercises judgment (possibly in consultation with the table, the way you describe your tables at least sometimes operating, which I'll say again isn't something I'm trying to argue against). Any of those would seem as though they'd be part of the fictional state. If player agency (in either the definition you've been using or in mine, I think) is about changing the fictional state, it must be defined before it can be change; that's what notes and prep and GM judgment (and real-world knowledge) are for. Without a fictional state to change, there is nothing to choose, there is nothing to change, and there can be no player agency. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top