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General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="clearstream" data-source="post: 9087339" data-attributes="member: 71699"><p>The player with the greatest agency would be the one who ignored the rules.</p><p></p><p>The reason why that is incorrect is that game rules are constitutive: followed for the sake of play that does not exist without them. In GM-led FKR play, the GM can be constitutive: players accept their contributions to the conversation for the sake of play that does not exist without them.</p><p></p><p>A few anchoring thoughts</p><ul> <li data-xf-list-type="ul">The exchange of agencies for the sake of play is voluntary and continuously revocable.</li> <li data-xf-list-type="ul">It must be on terms and for purposes each player finds satisfactory.</li> <li data-xf-list-type="ul">It's non-binary, and each facet is scalable.</li> <li data-xf-list-type="ul">It can be informed, or it can exist in virtue of information restrictions.</li> </ul><p>To the extent that agency leverages the ludic-duality (that player is at once audience and author) it sustains a distinctive "ludic" mode of engagement with content. One that not available in reading (books, narration, diegesis) or viewing (mimicry, films, mimesis).</p><p></p><p>Therefore, a chief measure of player agency may be how successfully it affords players to author that which (and in the way in which) it is their creative purpose to experience the authorship of... which must vary by such purposes. Play itself is an exchange of agencies, done for its sake. No one can list all the feasible and effective terms of exchange until every possible TTRPG has been designed.*</p><p></p><p></p><p>*This doesn't rule out reflecting on what has been assayed to date and adopting a personal stance. In fact, it commends it.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9087339, member: 71699"] The player with the greatest agency would be the one who ignored the rules. The reason why that is incorrect is that game rules are constitutive: followed for the sake of play that does not exist without them. In GM-led FKR play, the GM can be constitutive: players accept their contributions to the conversation for the sake of play that does not exist without them. A few anchoring thoughts [LIST] [*]The exchange of agencies for the sake of play is voluntary and continuously revocable. [*]It must be on terms and for purposes each player finds satisfactory. [*]It's non-binary, and each facet is scalable. [*]It can be informed, or it can exist in virtue of information restrictions. [/LIST] To the extent that agency leverages the ludic-duality (that player is at once audience and author) it sustains a distinctive "ludic" mode of engagement with content. One that not available in reading (books, narration, diegesis) or viewing (mimicry, films, mimesis). Therefore, a chief measure of player agency may be how successfully it affords players to author that which (and in the way in which) it is their creative purpose to experience the authorship of... which must vary by such purposes. Play itself is an exchange of agencies, done for its sake. No one can list all the feasible and effective terms of exchange until every possible TTRPG has been designed.* *This doesn't rule out reflecting on what has been assayed to date and adopting a personal stance. In fact, it commends it. [/QUOTE]
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What is player agency to you?
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