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What is player agency to you?
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<blockquote data-quote="FrogReaver" data-source="post: 9081234" data-attributes="member: 6795602"><p>The description of pretty much every narrative/story now/whatever you want to call them games is much more accurate and exhaustive than me trying to give you the exhaustive list you are asking for. </p><p></p><p>If you just want some examples then the one I've actually played is BitD. If you want to talk about ones that get brought up alot, Apoclypse World or Burning Wheel seem like some of the more popular.</p><p></p><p></p><p>Another suggestion - instead of saying 'no it's not' with no other details, give me something to work with. Because I'm really tempted to just respond 'yes it is' when I see style of comment.</p><p></p><p></p><p>IMO. There's a big difference there. In the fictional world, touching a mummy causes disease (unless you are immune to disease). Contrast to my example, there was no fictional cause action the player attempted that fictionally caused the headache. In D&D terms, the player could have avoided the disease by not touching the mummy - and most likely has learned to not touch any future mummies they may encounter. In my example, the player couldn't do anything to prevent the headache, the only prevention was to roll a success on the dice.</p><p></p><p>Do you see how the D&D player has more agency in that situation? He can actually make decisions to avoid the mummy's disease, but the other player cannot make any decisions to avoid the headache.</p><p></p><p></p><p>You asked for the games that do this, not for me to give you an example of a game that does this. I even explained the specific style of mechanic that made it possible which all the games of this category that I know of share in common. Notice how in the same post a few paragraphs down when you did ask for a specific example I gave one.</p><p></p><p></p><p>Again. Stop this if you want to continue our discussion. It's not true and even if it was it's pure snark.</p><p></p><p></p><p>It seems to me that you are suggesting here that it's not a lack of agency here because the player shouldn't have had any agency here to begin with. Yet we can compare with a D&D heist (despite the usually lackluster heist gameplay). In a D&D heist if a player botched some pre-mission setup for in mission advantage, the players get to take that into account and make decisions based on it. That is agency. None of that is present in BitD flashbacks.</p><p></p><p></p><p></p><p>Sure. But I'm not saying every time a player uses a flashback it does this. When it's successful there's no loss of agency. The issue happens when the flashback fails.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9081234, member: 6795602"] The description of pretty much every narrative/story now/whatever you want to call them games is much more accurate and exhaustive than me trying to give you the exhaustive list you are asking for. If you just want some examples then the one I've actually played is BitD. If you want to talk about ones that get brought up alot, Apoclypse World or Burning Wheel seem like some of the more popular. Another suggestion - instead of saying 'no it's not' with no other details, give me something to work with. Because I'm really tempted to just respond 'yes it is' when I see style of comment. IMO. There's a big difference there. In the fictional world, touching a mummy causes disease (unless you are immune to disease). Contrast to my example, there was no fictional cause action the player attempted that fictionally caused the headache. In D&D terms, the player could have avoided the disease by not touching the mummy - and most likely has learned to not touch any future mummies they may encounter. In my example, the player couldn't do anything to prevent the headache, the only prevention was to roll a success on the dice. Do you see how the D&D player has more agency in that situation? He can actually make decisions to avoid the mummy's disease, but the other player cannot make any decisions to avoid the headache. You asked for the games that do this, not for me to give you an example of a game that does this. I even explained the specific style of mechanic that made it possible which all the games of this category that I know of share in common. Notice how in the same post a few paragraphs down when you did ask for a specific example I gave one. Again. Stop this if you want to continue our discussion. It's not true and even if it was it's pure snark. It seems to me that you are suggesting here that it's not a lack of agency here because the player shouldn't have had any agency here to begin with. Yet we can compare with a D&D heist (despite the usually lackluster heist gameplay). In a D&D heist if a player botched some pre-mission setup for in mission advantage, the players get to take that into account and make decisions based on it. That is agency. None of that is present in BitD flashbacks. Sure. But I'm not saying every time a player uses a flashback it does this. When it's successful there's no loss of agency. The issue happens when the flashback fails. [/QUOTE]
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