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General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9093985" data-attributes="member: 82106"><p>I think the point that I would make here is that the 'where to go' and the 'anything' are situation/setting/location based in trad play, and thus ORIGINATE with the GM. You can go to Dyvvers or Greyhawk, you can jump on the slaver ship (A1) or head off into the Bright Desert and explore a dungeon, etc. </p><p></p><p>Primarily I would point out that the 'drives' here are EXTERNAL to the PCs, they aren't present on the character sheet (even notionally in terms of informal RP characteristics that might be written in some notes perhaps). Now, players may express SOME internal motivations, and at times which direction (Dyvvers or Greyhawk) you go in might be decided based on something the player asserts about their character. Maybe they even take a left turn and go to High Hold instead.</p><p></p><p>Right, I think you are dead on there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> This is why it is quite difficult to run something like, say, a Low Myth D&D game. Its POSSIBLE at some level, but the system's resolution mechanisms, the things it names on the character sheet, how it handles structuring play, etc. is not really geared for that and has to be worked out. I suspect that's the sort of thing that [USER=42582]@pemerton[/USER] notes when he says AD&D was 'klunky' or somesuch. Even if you play a higher myth narrativist form with it, a bunch of stuff, like the incentive structures, are going to need to be adapted heavily. I even found a bit of this to be true with 4e, though its pretty OK out of the box.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9093985, member: 82106"] I think the point that I would make here is that the 'where to go' and the 'anything' are situation/setting/location based in trad play, and thus ORIGINATE with the GM. You can go to Dyvvers or Greyhawk, you can jump on the slaver ship (A1) or head off into the Bright Desert and explore a dungeon, etc. Primarily I would point out that the 'drives' here are EXTERNAL to the PCs, they aren't present on the character sheet (even notionally in terms of informal RP characteristics that might be written in some notes perhaps). Now, players may express SOME internal motivations, and at times which direction (Dyvvers or Greyhawk) you go in might be decided based on something the player asserts about their character. Maybe they even take a left turn and go to High Hold instead. Right, I think you are dead on there. :) This is why it is quite difficult to run something like, say, a Low Myth D&D game. Its POSSIBLE at some level, but the system's resolution mechanisms, the things it names on the character sheet, how it handles structuring play, etc. is not really geared for that and has to be worked out. I suspect that's the sort of thing that [USER=42582]@pemerton[/USER] notes when he says AD&D was 'klunky' or somesuch. Even if you play a higher myth narrativist form with it, a bunch of stuff, like the incentive structures, are going to need to be adapted heavily. I even found a bit of this to be true with 4e, though its pretty OK out of the box. [/QUOTE]
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