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Realistic Consequences vs Gameplay
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<blockquote data-quote="FrogReaver" data-source="post: 8018871" data-attributes="member: 6795602"><p>I think most any metagame style mechanic would qualify as an example but I don't know most of your style of games to offer a good example. The specific example from Traveler above isn't such an example. It is an example where a character losing his fictional agency corresponds to a player losing his agency over their actions.</p><p></p><p>5e has a similar mechanic of fear that some particularly dangerous monsters have. The implementation is a bit different but same notion I suppose. Such a fear effect in D&D is generally viewed as being magical. That's important IMO. Magic in D&D is essentially a trump card that allows any other design sensibilities to be bypassed. As such it always has a heavy enough fictional weight to provide an in-fiction justification for removing any kind of agency. As such I think for D&D play it's good to look at the kinds of agency that are strongly recognized in it before magic gets involved.</p><p></p><p>D&D strongly supported types of player agency:</p><p>1. Agency over your characters thoughts</p><p>2. Agency over your characters actions</p><p>3. Agency over the fiction (via in fiction elements)</p><p>***It should be noted that magic is supreme over all types of player agency.</p><p></p><p>The issue someone coming from D&D to Traveler might have with the above mechanic is that it takes away agency over their characters thoughts and actions (without using the unifying trump card of magic). That is, it's not just about agency, but also of how and why it gets reduced.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8018871, member: 6795602"] I think most any metagame style mechanic would qualify as an example but I don't know most of your style of games to offer a good example. The specific example from Traveler above isn't such an example. It is an example where a character losing his fictional agency corresponds to a player losing his agency over their actions. 5e has a similar mechanic of fear that some particularly dangerous monsters have. The implementation is a bit different but same notion I suppose. Such a fear effect in D&D is generally viewed as being magical. That's important IMO. Magic in D&D is essentially a trump card that allows any other design sensibilities to be bypassed. As such it always has a heavy enough fictional weight to provide an in-fiction justification for removing any kind of agency. As such I think for D&D play it's good to look at the kinds of agency that are strongly recognized in it before magic gets involved. D&D strongly supported types of player agency: 1. Agency over your characters thoughts 2. Agency over your characters actions 3. Agency over the fiction (via in fiction elements) ***It should be noted that magic is supreme over all types of player agency. The issue someone coming from D&D to Traveler might have with the above mechanic is that it takes away agency over their characters thoughts and actions (without using the unifying trump card of magic). That is, it's not just about agency, but also of how and why it gets reduced. [/QUOTE]
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