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What is player agency to you?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9101453" data-attributes="member: 6790260"><p>Players can invent new Bonds as their existing ones are resolved (whether reaching a conclusion, changing to a new form, or becoming irrelevant/getting repudiated). This is a central part of defining what things <em>matter</em> to the characters, and thus what things will be called into question.</p><p></p><p>Players can (and I personally encourage them to) develop their own Alignment move, which both shapes how that character behaves (as they are rewarded for following that move) and defines the parameters for what sorts of situations, challenges, conflicts, etc. they find worthy of attention.</p><p></p><p>Players can, after moves like <em>Spout Lore</em> or the Bard's <em>A Port in the Storm</em> move, make statements about their character's past experiences, sources of information, or other relevant details. These are, again, important parameters of the stated kinds.</p><p></p><p>Similar sorts of moves exist for other classes. The deity options for Clerics. The ancestral weapon and its improvements for Fighters. The lands to which Druids are attuned. The <em>Quest</em> a Paladin sets for herself (a particularly pointed example, since it explicitly involves back and forth between player and GM.)</p><p></p><p></p><p>When did I say anything to the contrary?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9101453, member: 6790260"] Players can invent new Bonds as their existing ones are resolved (whether reaching a conclusion, changing to a new form, or becoming irrelevant/getting repudiated). This is a central part of defining what things [I]matter[/I] to the characters, and thus what things will be called into question. Players can (and I personally encourage them to) develop their own Alignment move, which both shapes how that character behaves (as they are rewarded for following that move) and defines the parameters for what sorts of situations, challenges, conflicts, etc. they find worthy of attention. Players can, after moves like [I]Spout Lore[/I] or the Bard's [I]A Port in the Storm[/I] move, make statements about their character's past experiences, sources of information, or other relevant details. These are, again, important parameters of the stated kinds. Similar sorts of moves exist for other classes. The deity options for Clerics. The ancestral weapon and its improvements for Fighters. The lands to which Druids are attuned. The [I]Quest[/I] a Paladin sets for herself (a particularly pointed example, since it explicitly involves back and forth between player and GM.) When did I say anything to the contrary? [/QUOTE]
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