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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9087348" data-attributes="member: 42582"><p>Let's suppose that the fiction is established by the GM - in accordance with what principles?</p><p></p><p>That might depend on further context. Suppose, for instance, that <em>the king giving orders to the PC</em> is something the GM is narrating because a player failed a check (most likely a social check, to trigger that sort of consequence), and hence the rules call for the GM to narrate something that negates the player's intent. Then whatever it was that the player had put at stake in their action declaration is intimately connected to whatever it is that the GM says about what the kings says.</p><p></p><p>I don't think I have a 4e D&D example to give, but here is something that happened in my last Torchbearer session:</p><p>Focusing on what Megloss wanted from the PCs:</p><p></p><p style="margin-left: 20px">*The PCs had dealt with Turner in a previous session, after hearing rumours of bandits (those rumours, in turn, resulted when one of the PCs took action that triggered a role on the Tavern Rumours table) - Gerda had been one of Turner's gang before they got her to leave him and join them (which in turn gave her the opportunity to steal the Elfstone);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*That original encounter with Turner and Gerda had established that they were hired by Megloss to capture the Dreamwalker Fea-bella's ranger friend (the PCs had, subsequently, rescued the friend from Megloss);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The player of Korvin had repeatedly complained about having no shoes (he wore them out in the journey that resulted in the PCs meeting Turner and co that previous time), and in the current session had complained about Turner having nice boots (this was the most memorable thing about Turner);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*Nob H the Bandit Lord is listed as Korvin's enemy on Korvin's PC sheet (a component of PC building).</p><p></p><p>What Megloss wanted from the PCs, and got them to agree to do, was not spun from whole cloth by me as GM. The various elements, as well as some aspects of their relationship to one another and to the PCs, were already present in various priorities and orientations the players had established for their PCs.</p><p></p><p>The same sorts of principles could be applied in establishing what a king orders the PCs to do in an audience with them.</p><p></p><p>To see how it works, in a technical sense, consider the example just given. </p><p></p><p>As to <em>why</em> it is appealing, for the reasons I have given in this thread; [USER=6746173]@Steve C[/USER] has also stated similar reasons in some posts, including this recent one:</p><p>I hope it's reasonably clear, in the example, how the building of relationships, and the commitments and orientations of the PCs by the players, are fostered and reinforced by me as GM.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9087348, member: 42582"] Let's suppose that the fiction is established by the GM - in accordance with what principles? That might depend on further context. Suppose, for instance, that [I]the king giving orders to the PC[/I] is something the GM is narrating because a player failed a check (most likely a social check, to trigger that sort of consequence), and hence the rules call for the GM to narrate something that negates the player's intent. Then whatever it was that the player had put at stake in their action declaration is intimately connected to whatever it is that the GM says about what the kings says. I don't think I have a 4e D&D example to give, but here is something that happened in my last Torchbearer session: Focusing on what Megloss wanted from the PCs: [indent]*The PCs had dealt with Turner in a previous session, after hearing rumours of bandits (those rumours, in turn, resulted when one of the PCs took action that triggered a role on the Tavern Rumours table) - Gerda had been one of Turner's gang before they got her to leave him and join them (which in turn gave her the opportunity to steal the Elfstone); *That original encounter with Turner and Gerda had established that they were hired by Megloss to capture the Dreamwalker Fea-bella's ranger friend (the PCs had, subsequently, rescued the friend from Megloss); *The player of Korvin had repeatedly complained about having no shoes (he wore them out in the journey that resulted in the PCs meeting Turner and co that previous time), and in the current session had complained about Turner having nice boots (this was the most memorable thing about Turner); *Nob H the Bandit Lord is listed as Korvin's enemy on Korvin's PC sheet (a component of PC building).[/indent] What Megloss wanted from the PCs, and got them to agree to do, was not spun from whole cloth by me as GM. The various elements, as well as some aspects of their relationship to one another and to the PCs, were already present in various priorities and orientations the players had established for their PCs. The same sorts of principles could be applied in establishing what a king orders the PCs to do in an audience with them. To see how it works, in a technical sense, consider the example just given. As to [I]why[/I] it is appealing, for the reasons I have given in this thread; [USER=6746173]@Steve C[/USER] has also stated similar reasons in some posts, including this recent one: I hope it's reasonably clear, in the example, how the building of relationships, and the commitments and orientations of the PCs by the players, are fostered and reinforced by me as GM. [/QUOTE]
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