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What is player agency to you?
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<blockquote data-quote="Starfox" data-source="post: 9075316" data-attributes="member: 2303"><p>From the original post, it seems that the relationship between the players and GM would be pretty antagonistic, with a GM that withholds information and players that want the freedom to do stupid stuff. I would actually like to try to play in such a game, and I could say I am at present, in the Aliens game. And its great fun for everyone. I am friends with the GM, he is stingy with information and can spring nasty surprises on us, and gives us enough rope to hang ourselves. </p><p></p><p>We have a ship, and in our base of operations, we have a list of jobs we can choose to take or not. There is not a lot of information, but there is some. We have free choice, but some missions pay better than others. This gives agency. It also leads to fierce discussion between the players about which missions to take, especially those that are likely to disappear soon, so it is now or never.</p><p></p><p>We are responsible for our own interactions within the group. I play the captain of the ship, and this gives my words some weight, but we're also a functioning anarchy. What keeps us together is the ship. Having some central plot element like this gives the group some coherence.</p><p></p><p>We plan and we plot, but with the lack of information, our plans are sometimes irrelevant once we confront the problem, and we have to think on our feet - which is fun for us.</p><p></p><p>The game is not much about combat, in about of year of play we only had 2 regular fights and one spaceship fight, and in both cases we were playing second fiddle to NPCs. This works for us as we are very cautious about our ship, and a single fight could easily destroy the ship. Instead we confront various exploration challenges with a lot of environment interaction. Currently we are excavating a ship buried in a glacier.</p></blockquote><p></p>
[QUOTE="Starfox, post: 9075316, member: 2303"] From the original post, it seems that the relationship between the players and GM would be pretty antagonistic, with a GM that withholds information and players that want the freedom to do stupid stuff. I would actually like to try to play in such a game, and I could say I am at present, in the Aliens game. And its great fun for everyone. I am friends with the GM, he is stingy with information and can spring nasty surprises on us, and gives us enough rope to hang ourselves. We have a ship, and in our base of operations, we have a list of jobs we can choose to take or not. There is not a lot of information, but there is some. We have free choice, but some missions pay better than others. This gives agency. It also leads to fierce discussion between the players about which missions to take, especially those that are likely to disappear soon, so it is now or never. We are responsible for our own interactions within the group. I play the captain of the ship, and this gives my words some weight, but we're also a functioning anarchy. What keeps us together is the ship. Having some central plot element like this gives the group some coherence. We plan and we plot, but with the lack of information, our plans are sometimes irrelevant once we confront the problem, and we have to think on our feet - which is fun for us. The game is not much about combat, in about of year of play we only had 2 regular fights and one spaceship fight, and in both cases we were playing second fiddle to NPCs. This works for us as we are very cautious about our ship, and a single fight could easily destroy the ship. Instead we confront various exploration challenges with a lot of environment interaction. Currently we are excavating a ship buried in a glacier. [/QUOTE]
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