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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9083868" data-attributes="member: 42582"><p>I would hope there is something at stake, if we're going to spend 10 minutes on it! I'm not really a big fan of low-stake, just-for-colour roleplaying through this sort of thing.</p><p></p><p>Surely you can see that there is a difference between the two constraints:</p><p></p><p style="margin-left: 20px">*Must conform to a shared fiction that has been established at the table and is known to all participants;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Must conform to a fiction that is known only to the GM, and is being extrapolated by them from notes and ideas that are authored by and known only to them.</p><p></p><p>I don't understand this at all. Playing RPGs is something I do in the real world - as [USER=6901101]@Scott Christian[/USER] noted, it is a real activity that takes up real time in my real life. So the question for me is <em>Is this a worthwhile way to spend some of my time?</em> There can be many factors that help answer that question. One of them is <em>Will I enjoy the experience playing this game?</em> And one of the factors that helps answer <em>that</em> question is <em>Will it be a gripping, intense, immersive play experience?</em></p><p></p><p>I think someone upthread - or anyway, something I read recently - talked about play in which the player character is just a device whereby the <em>player</em> is inserted into the imaginary world and situation, and learns about it. That seems to me an accurate description of some RPGing - eg it seems to fit with how some classic designers (eg Gygax) describe their sort of play - but it's not an approach to RPGing that is of much interest to me. For me, what makes a fiction gripping, intense and immersive <em>in general</em> is that the situations and their resolution are compelling. In the context of a RPG, where I engage the fiction via a particular persona - the player character - what makes a situation and its resolution compelling is that it speaks to me as my character. Among other things, this makes me feel like I am living this character's life. (In some metaphorical fashion at least.)</p><p></p><p>This, and more.</p><p></p><p>If my character is a farmer, then the local land, the crops, the clouds, the weather, the way of baking bread, what happen when an animal gives birth - these are all things of intimate familiarity to me. Likewise the prayers and customs and rituals that attend all these things.</p><p></p><p>If my character is a hunter or a forager or a scout, then the nature of the local woodland, what trees are easy and/or safe to climb, the animal ecology, where to find eggs, how to take cover - these are all things of intimate familiarity to me. And, again, so are all the social practices that go with them.</p><p></p><p>The same is true if my character is a knight, or a magician, or whatever, in respect of the worlds of those characters.</p><p></p><p>To relate this to the Noble background: it is <em>me</em>, the player, who is portraying this Noble. Every time I declare an action - including the seeking of an audience - that flows from that background, and another participants (eg the GM) tells me that it can't happen, that is contradicting the proposition that I am intimately familiar with the world of my character. It is telling me that I am, in effect, an alien, a self-insert, in an unknown world. For me, that's not a play experience that is worth turning up for.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9083868, member: 42582"] I would hope there is something at stake, if we're going to spend 10 minutes on it! I'm not really a big fan of low-stake, just-for-colour roleplaying through this sort of thing. Surely you can see that there is a difference between the two constraints: [indent]*Must conform to a shared fiction that has been established at the table and is known to all participants; *Must conform to a fiction that is known only to the GM, and is being extrapolated by them from notes and ideas that are authored by and known only to them.[/indent] I don't understand this at all. Playing RPGs is something I do in the real world - as [USER=6901101]@Scott Christian[/USER] noted, it is a real activity that takes up real time in my real life. So the question for me is [I]Is this a worthwhile way to spend some of my time?[/I] There can be many factors that help answer that question. One of them is [I]Will I enjoy the experience playing this game?[/I] And one of the factors that helps answer [I]that[/I] question is [I]Will it be a gripping, intense, immersive play experience?[/I] I think someone upthread - or anyway, something I read recently - talked about play in which the player character is just a device whereby the [I]player[/I] is inserted into the imaginary world and situation, and learns about it. That seems to me an accurate description of some RPGing - eg it seems to fit with how some classic designers (eg Gygax) describe their sort of play - but it's not an approach to RPGing that is of much interest to me. For me, what makes a fiction gripping, intense and immersive [I]in general[/I] is that the situations and their resolution are compelling. In the context of a RPG, where I engage the fiction via a particular persona - the player character - what makes a situation and its resolution compelling is that it speaks to me as my character. Among other things, this makes me feel like I am living this character's life. (In some metaphorical fashion at least.) This, and more. If my character is a farmer, then the local land, the crops, the clouds, the weather, the way of baking bread, what happen when an animal gives birth - these are all things of intimate familiarity to me. Likewise the prayers and customs and rituals that attend all these things. If my character is a hunter or a forager or a scout, then the nature of the local woodland, what trees are easy and/or safe to climb, the animal ecology, where to find eggs, how to take cover - these are all things of intimate familiarity to me. And, again, so are all the social practices that go with them. The same is true if my character is a knight, or a magician, or whatever, in respect of the worlds of those characters. To relate this to the Noble background: it is [I]me[/I], the player, who is portraying this Noble. Every time I declare an action - including the seeking of an audience - that flows from that background, and another participants (eg the GM) tells me that it can't happen, that is contradicting the proposition that I am intimately familiar with the world of my character. It is telling me that I am, in effect, an alien, a self-insert, in an unknown world. For me, that's not a play experience that is worth turning up for. [/QUOTE]
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