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What is player agency to you?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9080589" data-attributes="member: 6790260"><p>Both instances of "they" (the one you bolded and also the previous) = games I have read or played (such as Masks, DW, and now at least the Flashback rules for BitD; I can't speak for the whole system)</p><p></p><p>"them" = what you referred to as "those kinds of things," which from context I understood to mean rules empowering players to make fiat declarations of something (and, implicitly, something specifically <em>advantageous</em>)</p><p></p><p>"such a thing" = Unconstrained declaration of (implicitly advantageous) events/entities/locations/items/etc., which are now just permanent established fiction.</p><p></p><p>Players cannot, as folks have repeatedly claimed, just <em>say</em> something like, "Oh, I <em>remember</em> (nudge nudge, wink wink) that there's a hostel here where we can spend the night! No need to worry about sleeping in the dangerous wilderness. Thank goodness I <em>remembered</em> this was here!" There is literally nothing in any PbtA game I have ever read or played which works that way. The BitD Flashback rules do not work that way. No system I have ever seen which offers "narrative" tools (since "storytelling" apparently means something completely fixed and immutable now) permits players to just <em>will</em> an advantage into being simply because they declare that it exists. The rules themselves do not actually support doing that, and the decorum of play—relevant to your request that we not focus on degenerate approaches to play—is clearly opposed to such inappropriate, ungrounded manipulation.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9080589, member: 6790260"] Both instances of "they" (the one you bolded and also the previous) = games I have read or played (such as Masks, DW, and now at least the Flashback rules for BitD; I can't speak for the whole system) "them" = what you referred to as "those kinds of things," which from context I understood to mean rules empowering players to make fiat declarations of something (and, implicitly, something specifically [I]advantageous[/I]) "such a thing" = Unconstrained declaration of (implicitly advantageous) events/entities/locations/items/etc., which are now just permanent established fiction. Players cannot, as folks have repeatedly claimed, just [I]say[/I] something like, "Oh, I [I]remember[/I] (nudge nudge, wink wink) that there's a hostel here where we can spend the night! No need to worry about sleeping in the dangerous wilderness. Thank goodness I [I]remembered[/I] this was here!" There is literally nothing in any PbtA game I have ever read or played which works that way. The BitD Flashback rules do not work that way. No system I have ever seen which offers "narrative" tools (since "storytelling" apparently means something completely fixed and immutable now) permits players to just [I]will[/I] an advantage into being simply because they declare that it exists. The rules themselves do not actually support doing that, and the decorum of play—relevant to your request that we not focus on degenerate approaches to play—is clearly opposed to such inappropriate, ungrounded manipulation. [/QUOTE]
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