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<blockquote data-quote="Snarf Zagyg" data-source="post: 8419472" data-attributes="member: 7023840"><p>Why?</p><p></p><p>Let's go through the examples again, and let's use an FKR-style game. Dark Empires (and most FKR games) use the same loop-</p><p></p><p><em>1. The game master clearly describes the situation and environment to the players. </em></p><p><em>2. The players use common sense and what they already know about the world to decide upon and then clearly describe their characters actions.</em></p><p><em>3. The gm will then decide if their suggested action is feasible and then apply the consequences.</em></p><p></p><p>Now, while there aren't hard & fast rules, I think that most FKR games have a much higher tolerance for player authority. But let's just concentrate on player agency.</p><p></p><p>Here, it's all reliant "on the GM's thoughts to adjudicate actions[.]" But if we are assuming your prima facie assumptions (it's all in good faith, no one is a weasel or jerk), and the GM and players are applying the principles (both the ones written and unwritten) then there should be as much player agency in FKR games like Dark Empires as in D&D!</p><p></p><p>Again, let's look at the player agency conditions-</p><p>A. The player declares the action.</p><p>B. The action will have consequences within the gameworld.</p><p>C. The player can reasonably anticipate the consequences of the decision.</p><p></p><p>A is met.</p><p>B is met.</p><p>If there is an issue with C (if there is an issue with reliance interest- if the players cannot predict the consequences of their actions), then yes, there is a serious problem with the GM and the game! But the whole point of this type of system is that this shouldn't happen. If it is happening, if there is a mismatch, then ... well, this is probably a poor choice for the table, and they would do better with a stricter set of published rules to rely on. But there is nothing, <em>per se</em>, about this system that limits player agency.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8419472, member: 7023840"] Why? Let's go through the examples again, and let's use an FKR-style game. Dark Empires (and most FKR games) use the same loop- [I]1. The game master clearly describes the situation and environment to the players. 2. The players use common sense and what they already know about the world to decide upon and then clearly describe their characters actions. 3. The gm will then decide if their suggested action is feasible and then apply the consequences.[/I] Now, while there aren't hard & fast rules, I think that most FKR games have a much higher tolerance for player authority. But let's just concentrate on player agency. Here, it's all reliant "on the GM's thoughts to adjudicate actions[.]" But if we are assuming your prima facie assumptions (it's all in good faith, no one is a weasel or jerk), and the GM and players are applying the principles (both the ones written and unwritten) then there should be as much player agency in FKR games like Dark Empires as in D&D! Again, let's look at the player agency conditions- A. The player declares the action. B. The action will have consequences within the gameworld. C. The player can reasonably anticipate the consequences of the decision. A is met. B is met. If there is an issue with C (if there is an issue with reliance interest- if the players cannot predict the consequences of their actions), then yes, there is a serious problem with the GM and the game! But the whole point of this type of system is that this shouldn't happen. If it is happening, if there is a mismatch, then ... well, this is probably a poor choice for the table, and they would do better with a stricter set of published rules to rely on. But there is nothing, [I]per se[/I], about this system that limits player agency. [/QUOTE]
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