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What is player agency to you?
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<blockquote data-quote="clearstream" data-source="post: 9101572" data-attributes="member: 71699"><p>Let's take the example, P1 wants to say</p><p></p><p>But P2 has a different idea, they want to say that nothing can revise the cousin except for a sacrifice on their part of whatever they hold dearest. Is it down to who spoke first? GM helps players navigate such conflicts, applying the rules judiciously.</p><p></p><p></p><p>Harmonize may not be the best word, but I mean this. Each player decided who their character was, what motivates them, etc. GM helps them create characters that belong in the same space, and that - in their interactions - enhance rather than disrupt each other's purposes.</p><p></p><p></p><p>I took clearing in advance to mean something like this. Suppose we're playing RuneQuest: astronaut characters are unlikely to fit well, and it's more likely rune or spirit magic that has the cousin in the magical sleep. The herbs should be considered in terms of their connection with those things, and... the player has told the GM where they want to go and what they want to achieve. Practically begging them to add a twist... "and what problems await you in Townshire? Why did you leave?" Part of the GM's job is to help the player say things they otherwise wouldn't want to say, or say those things for them. They can't protagonise without antagony. Or in sim mode to encourage curiousity "Why would the tyrant need to do that to your cousin? Who is your cousin? How do they figure? What threat did your cousin pose to the warlock?"</p><p></p><p>It's quite insufficient just to have warlocks doping cousins. Tyrants need motives. Cousins need to be their subject, or have interfered somehow. It's GM's job to make sure those are known. The analogy of conductor is replete with resources for grasping this.</p><p></p><p></p><p>I very much think they do. They don't just let Jo Harmonica rock up to their classical piece. Not without considering the effect to the whole.</p><p></p><p></p><p>It holds nicely. That it doesn't seem that way might be down to taking some unsatisfactory version of trad GMing that one has experienced, and reading it into every description of trad GMing. One might as well say that players make proposals to the dice, which do all the actual initiating!</p><p></p><p></p><p>Another version of trad GMing is, as Eero put it "GM story hour"</p><p></p><p>A group may be blessed to have access to a narrator whose stories they love to immerse in. Who will serve as their lusory-means through which they satisfy their pre-lusory goals. Or, in trad forms of sim, they may be blessed to have a GM working to <em>expand </em>their ludic-agency in the directions they show interest in, just as bedrockgames explained multiple times in another thread. And this really matters, because at any given moment, regardless of whatever set of ludic-agency I might think a player has, they can only avail of a few elements. (This is one reason why playbooks turn out to afford good ludic-agency: not because they are expansive (they are not) but because they contain the ludic-agency the player will want to employ in each moment of play, oriented to the situation and premises of the specific game.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 9101572, member: 71699"] Let's take the example, P1 wants to say But P2 has a different idea, they want to say that nothing can revise the cousin except for a sacrifice on their part of whatever they hold dearest. Is it down to who spoke first? GM helps players navigate such conflicts, applying the rules judiciously. Harmonize may not be the best word, but I mean this. Each player decided who their character was, what motivates them, etc. GM helps them create characters that belong in the same space, and that - in their interactions - enhance rather than disrupt each other's purposes. I took clearing in advance to mean something like this. Suppose we're playing RuneQuest: astronaut characters are unlikely to fit well, and it's more likely rune or spirit magic that has the cousin in the magical sleep. The herbs should be considered in terms of their connection with those things, and... the player has told the GM where they want to go and what they want to achieve. Practically begging them to add a twist... "and what problems await you in Townshire? Why did you leave?" Part of the GM's job is to help the player say things they otherwise wouldn't want to say, or say those things for them. They can't protagonise without antagony. Or in sim mode to encourage curiousity "Why would the tyrant need to do that to your cousin? Who is your cousin? How do they figure? What threat did your cousin pose to the warlock?" It's quite insufficient just to have warlocks doping cousins. Tyrants need motives. Cousins need to be their subject, or have interfered somehow. It's GM's job to make sure those are known. The analogy of conductor is replete with resources for grasping this. I very much think they do. They don't just let Jo Harmonica rock up to their classical piece. Not without considering the effect to the whole. It holds nicely. That it doesn't seem that way might be down to taking some unsatisfactory version of trad GMing that one has experienced, and reading it into every description of trad GMing. One might as well say that players make proposals to the dice, which do all the actual initiating! Another version of trad GMing is, as Eero put it "GM story hour" A group may be blessed to have access to a narrator whose stories they love to immerse in. Who will serve as their lusory-means through which they satisfy their pre-lusory goals. Or, in trad forms of sim, they may be blessed to have a GM working to [I]expand [/I]their ludic-agency in the directions they show interest in, just as bedrockgames explained multiple times in another thread. And this really matters, because at any given moment, regardless of whatever set of ludic-agency I might think a player has, they can only avail of a few elements. (This is one reason why playbooks turn out to afford good ludic-agency: not because they are expansive (they are not) but because they contain the ludic-agency the player will want to employ in each moment of play, oriented to the situation and premises of the specific game.) [/QUOTE]
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