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What is player agency to you?
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<blockquote data-quote="FrogReaver" data-source="post: 9095753" data-attributes="member: 6795602"><p>One other thought</p><p></p><p>While certainly not the ‘locus of play’ for a game like d&d, it does seem that players have greater agency over their character than their setting. As an example, This is something we see in many d&d players opposition to mechanics that alter mental state outside the fictional ‘magic’ explanation.</p><p></p><p>I think that in any game the areas not under the ‘locus of play’ generally are given more player freedom (often misconstrued as agency) - it’s just those details not in the locus of play generally don’t matter to play or only do so tabgentially. Some other technique needs involved to ensure that these are meaningful choices under the ‘locus of play’.</p><p></p><p>That is where I think the technique of DM principles that focus on framing and resolution around player declared locus’s really comes to the forefront. The game enforces the concepts the players desire as the locus of play. (Maybe a separate tangent imagining what this could look like applied to a setting locus rpg could be interesting)</p><p></p><p>Vice versus - I think it would be fair to say that due to the locus of play for narrative games being more character (not the best descriptor IMO) that setting in narrative games is or can be given more player freedom without impacting the locus of play or player agency.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9095753, member: 6795602"] One other thought While certainly not the ‘locus of play’ for a game like d&d, it does seem that players have greater agency over their character than their setting. As an example, This is something we see in many d&d players opposition to mechanics that alter mental state outside the fictional ‘magic’ explanation. I think that in any game the areas not under the ‘locus of play’ generally are given more player freedom (often misconstrued as agency) - it’s just those details not in the locus of play generally don’t matter to play or only do so tabgentially. Some other technique needs involved to ensure that these are meaningful choices under the ‘locus of play’. That is where I think the technique of DM principles that focus on framing and resolution around player declared locus’s really comes to the forefront. The game enforces the concepts the players desire as the locus of play. (Maybe a separate tangent imagining what this could look like applied to a setting locus rpg could be interesting) Vice versus - I think it would be fair to say that due to the locus of play for narrative games being more character (not the best descriptor IMO) that setting in narrative games is or can be given more player freedom without impacting the locus of play or player agency. [/QUOTE]
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