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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9091173" data-attributes="member: 42582"><p>I told you what the fundamental difference is. The rules of Burning Wheel say that, if a player fails a Scavenging test, the GM's job is to narrate a consequence that incorporates their intention, and thwarts it. This is one point at which the GM introduces their ideas; the other is when the GM frames scenes/situations. When the player succeeds at a test (Scavenging, Wises, Circles or anything else) then the player's intent and task are realised within the fiction. This is one point at which the player introduces their ideas; the other is when they establish their priorities for their PC.</p><p></p><p>The game has many interlocking parts, including about how the "ideas" I've referred to are worked out, what the player gets to do (declare actions for their PC, establish priorities for their PC), what the GM gets to do (narrate consequences of failure, frame scenes), how the GM incorporates player priorities into what they say, etc which - taken together - mean that this interplay of <em>GM introduces stuff</em>, <em>player introduces stuff</em> produces dramatic need => rising action => crisis/climax.</p><p></p><p>The GM doesn't know what will happen (the dice are random). The player doesn't know what will happen (the dice are random).</p><p></p><p>The difference between this, and the GM just deciding when to inject their preferred view of the fiction, with or without regard to any player-established priorities, is vast.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9091173, member: 42582"] I told you what the fundamental difference is. The rules of Burning Wheel say that, if a player fails a Scavenging test, the GM's job is to narrate a consequence that incorporates their intention, and thwarts it. This is one point at which the GM introduces their ideas; the other is when the GM frames scenes/situations. When the player succeeds at a test (Scavenging, Wises, Circles or anything else) then the player's intent and task are realised within the fiction. This is one point at which the player introduces their ideas; the other is when they establish their priorities for their PC. The game has many interlocking parts, including about how the "ideas" I've referred to are worked out, what the player gets to do (declare actions for their PC, establish priorities for their PC), what the GM gets to do (narrate consequences of failure, frame scenes), how the GM incorporates player priorities into what they say, etc which - taken together - mean that this interplay of [I]GM introduces stuff[/I], [I]player introduces stuff[/I] produces dramatic need => rising action => crisis/climax. The GM doesn't know what will happen (the dice are random). The player doesn't know what will happen (the dice are random). The difference between this, and the GM just deciding when to inject their preferred view of the fiction, with or without regard to any player-established priorities, is vast. [/QUOTE]
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