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What is player agency to you?
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<blockquote data-quote="soviet" data-source="post: 9079894" data-attributes="member: 6925338"><p>What this does is frame very limited player agency as correct. Calling any greater exercise of player agency as 'altering reality' makes it something artificial, unwanted. Game-breaking. Note that no exercises of GM authority are ever called this. </p><p></p><p>But the fact is that there is no reality to alter. It's all made up. It's fiction. Unless the exercise of player agency contradicts something already established, nothing is being altered at all. At best an emptiness is being filled. What's being advocated is an act of creation. Not alteration, not destruction, not reversal: creation.</p><p></p><p>My own game Other Worlds allows players narrative authority based around their character's templates (broadly, race/class/schtick) as long as it doesn't contradict something else established. So if you're playing an elf you get to say things about elven culture and rituals. If you're a fighter who used to serve in the King's Army you get to say things about that King and that army. If you're a griffon rider with your own pet griffon you get to say things about griffon physiology and behaviour. </p><p></p><p>This to me feels so much more natural than 'I don't know, Mr GM what would my elf do when a friend dies?'.</p></blockquote><p></p>
[QUOTE="soviet, post: 9079894, member: 6925338"] What this does is frame very limited player agency as correct. Calling any greater exercise of player agency as 'altering reality' makes it something artificial, unwanted. Game-breaking. Note that no exercises of GM authority are ever called this. But the fact is that there is no reality to alter. It's all made up. It's fiction. Unless the exercise of player agency contradicts something already established, nothing is being altered at all. At best an emptiness is being filled. What's being advocated is an act of creation. Not alteration, not destruction, not reversal: creation. My own game Other Worlds allows players narrative authority based around their character's templates (broadly, race/class/schtick) as long as it doesn't contradict something else established. So if you're playing an elf you get to say things about elven culture and rituals. If you're a fighter who used to serve in the King's Army you get to say things about that King and that army. If you're a griffon rider with your own pet griffon you get to say things about griffon physiology and behaviour. This to me feels so much more natural than 'I don't know, Mr GM what would my elf do when a friend dies?'. [/QUOTE]
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