Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 9102432" data-attributes="member: 82106"><p>Well... first of all, what is the underlying motivation of P2's character? I mean, what is more likely IME is that P2 has asserted some kind of character traits/motives/backstory which the GM can put pressure on by asserting that the cousin can only be saved by a sacrifice on their part, or that the need for this sacrifice is a consequence of some resolution process putting forward an adverse result opposing the PC's achievement of their goals. </p><p></p><p>This is not to say that PC's cannot have these diverse and mutually exclusive goals. In our BitD game last year Takeo was opposed (both as an expression of his backstory/vice and refined during play) to 'demonic forces', but one of the other characters, Tal Rajan, was aligned with such forces! We were all part of the same crew, and there was a score where things got to, basically a head. Takeo had to decide if he would save some orphaned children by accepting She Who Slays in Darkness as a patron, OR basically take on Tal Rajan/split the crew. Now, if it was JUST the integrity of the crew, Takeo might have gone against Tal, but in this case things 'worked out', Takeo discovered which of his priorities were more important (though this choice never sat easy with him) and as a side-effect the crew became more united. I won't say the GM or anyone else planned this, or even leveraged events to make it happen though. It was sheer "play in-character" stuff, obviously with the dice inserting another level of uncertainty. </p><p></p><p>And lets imagine Takeo had taken up his swords and, say, dispelled SWSID's manifestation? Now maybe Tal would have yielded and taken a different course, or maybe the group would have split, or even annihilated each other right then and there (Beaker would blow us all up, haha). That would have been cool, a bit unexpected and abrupt, but interesting.</p><p></p><p>What you have to understand with this sort of play is that there's no 'right path'. There's no specific way through to enjoying a certain experience. Anything can happen, and that is meant in a bit different way from what usually comes up in trad play where you could certainly TPK, perhaps, but you won't generally evolve your entire group structure and rationale completely, or even dissolve into factions (I mean, I'm sure someone is going to immediately leap in and give that one in a billion games counterexample, but I don't think it invalidates the general truth of the assertion).</p><p></p><p>I mean, yes, that's true to a degree, the players PCs obviously start out with whatever the game's premise is in terms of their relation to each other and what their goals etc. might be. I'd point out however that many narrativist games use radically different premises than anything you will likely find in trad, certainly of a D&D ilk. Still, the players won't be trying to disrupt the other players, at least not at what you call 'lusory goals' level.</p><p></p><p>Honestly, it depends. Often we can simply lean on genre tropes and our mutual understanding of what will facilitate play here. Bad guys do bad things, definitionally, etc. Now, that might lead to shallow play, or require some downstream elucidation during play, but as a general point, low myth games at least don't generally hang themselves up much on elaborate plot elements to start with. The cousin needs help, this puts pressure on the PCs in various ways, which the GM will probably double down on over time, etc. Not to get down on the 'GM as Conductor' metaphor, it seems reasonably apt for the most part, but GM is also partly author as well and can use that in a pretty much purely creative way too, just not as unconstrainedly as in, say, trad 5e play.</p><p></p><p>I think this is where the conductor analogy gets off track. The power dynamics are too different.</p><p></p><p>This is silly.</p><p></p><p>Having had the experience of being a player in a game run by a GM with huge creative energy and a propensity for completely dominating the subject matter of play, I can tell you it is quite a lot less 'game' than you might think... Yes, he was a 'fan of the characters' in many ways, but his game would have produced much greater potency, IMHO, if he had also followed the OTHER principles of Dungeon World (at least some of them, it was 1e AD&D after all) as well. Overall he was a great GM, but I've also played under 100's of other GMs and not a single one of them was ever even in the same league. I mean that, he was, and is, an extraordinary individual in all ways, not ever to be encountered twice in one lifetime, so its hard to say anyone else should try to borrow his techniques. I never did, and I consider myself pretty good as a trad GM too. I am even better now that I've left that mostly behind.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9102432, member: 82106"] Well... first of all, what is the underlying motivation of P2's character? I mean, what is more likely IME is that P2 has asserted some kind of character traits/motives/backstory which the GM can put pressure on by asserting that the cousin can only be saved by a sacrifice on their part, or that the need for this sacrifice is a consequence of some resolution process putting forward an adverse result opposing the PC's achievement of their goals. This is not to say that PC's cannot have these diverse and mutually exclusive goals. In our BitD game last year Takeo was opposed (both as an expression of his backstory/vice and refined during play) to 'demonic forces', but one of the other characters, Tal Rajan, was aligned with such forces! We were all part of the same crew, and there was a score where things got to, basically a head. Takeo had to decide if he would save some orphaned children by accepting She Who Slays in Darkness as a patron, OR basically take on Tal Rajan/split the crew. Now, if it was JUST the integrity of the crew, Takeo might have gone against Tal, but in this case things 'worked out', Takeo discovered which of his priorities were more important (though this choice never sat easy with him) and as a side-effect the crew became more united. I won't say the GM or anyone else planned this, or even leveraged events to make it happen though. It was sheer "play in-character" stuff, obviously with the dice inserting another level of uncertainty. And lets imagine Takeo had taken up his swords and, say, dispelled SWSID's manifestation? Now maybe Tal would have yielded and taken a different course, or maybe the group would have split, or even annihilated each other right then and there (Beaker would blow us all up, haha). That would have been cool, a bit unexpected and abrupt, but interesting. What you have to understand with this sort of play is that there's no 'right path'. There's no specific way through to enjoying a certain experience. Anything can happen, and that is meant in a bit different way from what usually comes up in trad play where you could certainly TPK, perhaps, but you won't generally evolve your entire group structure and rationale completely, or even dissolve into factions (I mean, I'm sure someone is going to immediately leap in and give that one in a billion games counterexample, but I don't think it invalidates the general truth of the assertion). I mean, yes, that's true to a degree, the players PCs obviously start out with whatever the game's premise is in terms of their relation to each other and what their goals etc. might be. I'd point out however that many narrativist games use radically different premises than anything you will likely find in trad, certainly of a D&D ilk. Still, the players won't be trying to disrupt the other players, at least not at what you call 'lusory goals' level. Honestly, it depends. Often we can simply lean on genre tropes and our mutual understanding of what will facilitate play here. Bad guys do bad things, definitionally, etc. Now, that might lead to shallow play, or require some downstream elucidation during play, but as a general point, low myth games at least don't generally hang themselves up much on elaborate plot elements to start with. The cousin needs help, this puts pressure on the PCs in various ways, which the GM will probably double down on over time, etc. Not to get down on the 'GM as Conductor' metaphor, it seems reasonably apt for the most part, but GM is also partly author as well and can use that in a pretty much purely creative way too, just not as unconstrainedly as in, say, trad 5e play. I think this is where the conductor analogy gets off track. The power dynamics are too different. This is silly. Having had the experience of being a player in a game run by a GM with huge creative energy and a propensity for completely dominating the subject matter of play, I can tell you it is quite a lot less 'game' than you might think... Yes, he was a 'fan of the characters' in many ways, but his game would have produced much greater potency, IMHO, if he had also followed the OTHER principles of Dungeon World (at least some of them, it was 1e AD&D after all) as well. Overall he was a great GM, but I've also played under 100's of other GMs and not a single one of them was ever even in the same league. I mean that, he was, and is, an extraordinary individual in all ways, not ever to be encountered twice in one lifetime, so its hard to say anyone else should try to borrow his techniques. I never did, and I consider myself pretty good as a trad GM too. I am even better now that I've left that mostly behind. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
Top