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General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="Manbearcat" data-source="post: 9096078" data-attributes="member: 6696971"><p>"Human issues" is being taken too literally here as in "this person has issues." Sub in motivations, goals, imperatives, ethos etc. Here is a very simple explanation (and yes, this doesn't capture the fullness of either Story Now gaming nor Trad gaming nor NeoTrad gaming nor D&D 4e…I've written a ton on these subjects so if you're looking for more, you can find plenty on them out there...here I'm just trying to distill a very simplified, foundational component of these playing styles to get peoples' brains on the right course):</p><p></p><p>* Take 4e D&D.</p><p></p><p>* GMs who use the Quest system to give players an endless sequence of Goals around the GM’s setting and plot are running <strong>Trad</strong>.</p><p></p><p>* GMs who index player Background/Theme/PP/ED + prior fiction when using the Quest system to give players an endless sequence of Goals which realize player conception of PC while simultaneously revealing GM’s prep (likely setting and plot though not surely so) are running <strong>NeoTrad</strong>.</p><p></p><p>* Games where the players index Background/Theme/PP/ED + prior fiction while authoring their own Goals via the Quest system are participating in <strong>Story Now</strong>.</p><p></p><p></p><p>EDIT - [USER=7040616]@Raiztt[/USER] , we cross-posted. See the second part of my post above. Character agency and player agency are not inherently covariates (game engines are meat-space artifacts, they're UIs that don't, and cannot, translate the cognitive loop of the character to the cognitive loop of the player even close to a 1:1 relationship) just like immersion and player agency are not dependent variables (they may be coincident momentarily for one player or never for another and the factors that make agency and immersion coincident for one player may be detrimental for another player...or irrelevant to a third player).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9096078, member: 6696971"] "Human issues" is being taken too literally here as in "this person has issues." Sub in motivations, goals, imperatives, ethos etc. Here is a very simple explanation (and yes, this doesn't capture the fullness of either Story Now gaming nor Trad gaming nor NeoTrad gaming nor D&D 4e…I've written a ton on these subjects so if you're looking for more, you can find plenty on them out there...here I'm just trying to distill a very simplified, foundational component of these playing styles to get peoples' brains on the right course): * Take 4e D&D. * GMs who use the Quest system to give players an endless sequence of Goals around the GM’s setting and plot are running [B]Trad[/B]. * GMs who index player Background/Theme/PP/ED + prior fiction when using the Quest system to give players an endless sequence of Goals which realize player conception of PC while simultaneously revealing GM’s prep (likely setting and plot though not surely so) are running [B]NeoTrad[/B]. * Games where the players index Background/Theme/PP/ED + prior fiction while authoring their own Goals via the Quest system are participating in [B]Story Now[/B]. EDIT - [USER=7040616]@Raiztt[/USER] , we cross-posted. See the second part of my post above. Character agency and player agency are not inherently covariates (game engines are meat-space artifacts, they're UIs that don't, and cannot, translate the cognitive loop of the character to the cognitive loop of the player even close to a 1:1 relationship) just like immersion and player agency are not dependent variables (they may be coincident momentarily for one player or never for another and the factors that make agency and immersion coincident for one player may be detrimental for another player...or irrelevant to a third player). [/QUOTE]
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