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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9087851" data-attributes="member: 42582"><p>The difference is as you say: it is gated behind the growth of the Doom Pool, which the players can see and respond to.</p><p></p><p>The Doom Pool mechanic does change the play experience from (say) Burning Wheel - it introduces an element of "and then . . ." which is absent from BW.</p><p></p><p>The rulebook for MHRP explains this rule on pages OM17, OM39:</p><p></p><p style="margin-left: 20px">As the Watcher, you have the power to end a Scene before the normal goals, requirements, or achievements have been met by spending 2d12 from the doom pool. This is useful in a big pitched battle, which can drag out for a long time when the two sides are evenly matched or there are a lot of characters involved. This rule gives you a helpful pacing mechanic for these larger Action Scenes. Usually, the use of the doom pool to end the Scene means cutting away to a later point in the story, with the outcome being narrated by the Watcher with input from the players. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">As the Watcher, you can always cut the Scene early - before the problem or conflict has been resolved - by spending 2d12 out of the doom pool and handing out 2 XP to each affected player. If you do this when the heroes are looking good and the villains are on the ropes, ask the players how they want to wrap it up. Ask questions just like you do at the beginning of a Scene. If a major villain’s involved, present a tough choice to the heroes, though make it clear that they’ve won something even if the villain’s presence colors it somewhat. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If, on the other hand, you spend the 2d12 when the Scene is going against the heroes, or they’re struggling against insurmountable odds, you can bring the Scene to a close and invite the players to describe how they lost or what they had to sacrifice. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Bringing the players in on this underscores how important they are as the writer/artist of their heroes, while still making it clear that the doom pool brought this about.</p><p></p><p>Here's an example from my play:</p></blockquote><p></p>
[QUOTE="pemerton, post: 9087851, member: 42582"] The difference is as you say: it is gated behind the growth of the Doom Pool, which the players can see and respond to. The Doom Pool mechanic does change the play experience from (say) Burning Wheel - it introduces an element of "and then . . ." which is absent from BW. The rulebook for MHRP explains this rule on pages OM17, OM39: [indent]As the Watcher, you have the power to end a Scene before the normal goals, requirements, or achievements have been met by spending 2d12 from the doom pool. This is useful in a big pitched battle, which can drag out for a long time when the two sides are evenly matched or there are a lot of characters involved. This rule gives you a helpful pacing mechanic for these larger Action Scenes. Usually, the use of the doom pool to end the Scene means cutting away to a later point in the story, with the outcome being narrated by the Watcher with input from the players. . . . As the Watcher, you can always cut the Scene early - before the problem or conflict has been resolved - by spending 2d12 out of the doom pool and handing out 2 XP to each affected player. If you do this when the heroes are looking good and the villains are on the ropes, ask the players how they want to wrap it up. Ask questions just like you do at the beginning of a Scene. If a major villain’s involved, present a tough choice to the heroes, though make it clear that they’ve won something even if the villain’s presence colors it somewhat. . . . If, on the other hand, you spend the 2d12 when the Scene is going against the heroes, or they’re struggling against insurmountable odds, you can bring the Scene to a close and invite the players to describe how they lost or what they had to sacrifice. . . . Bringing the players in on this underscores how important they are as the writer/artist of their heroes, while still making it clear that the doom pool brought this about.[/indent] Here's an example from my play: [/QUOTE]
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What is player agency to you?
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