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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9101901" data-attributes="member: 42582"><p>Here is Apocalypse World (p 117) and Dungeon World (p 163) on the GM's obligation, when making a move, to make a move that follows from the fiction:</p><p></p><p style="margin-left: 20px">Always choose a move that can follow logically from what’s going on in the game’s fiction. It doesn’t have to be the only one, or the most likely, but it does have to make at least some kind of sense.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When you make a move what you’re actually doing is taking an element of the fiction and bringing it to bear against the characters. Your move should always follow from the fiction. They help you focus on one aspect of the current situation and do something interesting with it. What’s going on? What move makes sense here?</p><p></p><p>It seems to me that the nature of fiction is such that <em>what happens next</em> is never literally <em>entailed</em> by it. There are possibilities. This is what AW and DW are based around: it's possible that the situation could change this way, or that. If what happens next were literally entailed, then the game participants would have no role but for working out that entailment.</p><p></p><p>As far as the Falcon's Claw, which [USER=7034611]@mamba[/USER] mentioned, here are the posts in question (and some were in reply to you):</p><p></p><p></p><p></p><p></p><p>I'm not seeing how it fails to follow from the established fiction - a rogue wizard, returning to the tower where he was an apprentice under his brother, searches for the nickel-silver mace, the Falcon's Claw, that he was in the process of enchanting when their tower fell to an assault by Orcs and his brother became possessed by a balrog as a result of a failed attempt to conjure a Storm of Lightning.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9101901, member: 42582"] Here is Apocalypse World (p 117) and Dungeon World (p 163) on the GM's obligation, when making a move, to make a move that follows from the fiction: [indent]Always choose a move that can follow logically from what’s going on in the game’s fiction. It doesn’t have to be the only one, or the most likely, but it does have to make at least some kind of sense. When you make a move what you’re actually doing is taking an element of the fiction and bringing it to bear against the characters. Your move should always follow from the fiction. They help you focus on one aspect of the current situation and do something interesting with it. What’s going on? What move makes sense here?[/indent] It seems to me that the nature of fiction is such that [I]what happens next[/I] is never literally [I]entailed[/I] by it. There are possibilities. This is what AW and DW are based around: it's possible that the situation could change this way, or that. If what happens next were literally entailed, then the game participants would have no role but for working out that entailment. As far as the Falcon's Claw, which [USER=7034611]@mamba[/USER] mentioned, here are the posts in question (and some were in reply to you): I'm not seeing how it fails to follow from the established fiction - a rogue wizard, returning to the tower where he was an apprentice under his brother, searches for the nickel-silver mace, the Falcon's Claw, that he was in the process of enchanting when their tower fell to an assault by Orcs and his brother became possessed by a balrog as a result of a failed attempt to conjure a Storm of Lightning. [/QUOTE]
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