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Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Bill Zebub" data-source="post: 9546052" data-attributes="member: 7031982"><p>Oh, I definitely agree with all of this. And really that kind of creativity is what I'm trying to encourage at my table.</p><p></p><p>But I think there's a fundamental difference between a creative decision, and a risk:reward decision. The reason for being creative is to improve the risk:reward profile that the DM offers you (and requires trust in the DM's adjudication, of course). But then comes the decision of whether or not to actually risk the cost of failure. If there is no cost of failure, then there's no real decision...of the latter sort...to be made.</p><p></p><p>And while both can be described as 'decisions' they are really very different sorts of things.</p><p></p><p>The first sort...the creative decisions...are the essence of RPGs and what differentiates RPGs from other sorts of games. Traditional games put strict guardrails around what kinds of 'moves' you can make, but RPGs let you make literally <em>any</em> move.</p><p></p><p>The latter sort...the risk:reward go/no-go choice...is the essence of <em>all</em> games, and without those sorts of decisions I might go so far as to argue it's not even really a game.</p><p></p><p>EDIT: And I guess what I am trying to advocate, and get better at myself, is elegantly combining both kinds of decision-making.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9546052, member: 7031982"] Oh, I definitely agree with all of this. And really that kind of creativity is what I'm trying to encourage at my table. But I think there's a fundamental difference between a creative decision, and a risk:reward decision. The reason for being creative is to improve the risk:reward profile that the DM offers you (and requires trust in the DM's adjudication, of course). But then comes the decision of whether or not to actually risk the cost of failure. If there is no cost of failure, then there's no real decision...of the latter sort...to be made. And while both can be described as 'decisions' they are really very different sorts of things. The first sort...the creative decisions...are the essence of RPGs and what differentiates RPGs from other sorts of games. Traditional games put strict guardrails around what kinds of 'moves' you can make, but RPGs let you make literally [I]any[/I] move. The latter sort...the risk:reward go/no-go choice...is the essence of [I]all[/I] games, and without those sorts of decisions I might go so far as to argue it's not even really a game. EDIT: And I guess what I am trying to advocate, and get better at myself, is elegantly combining both kinds of decision-making. [/QUOTE]
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