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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9102848" data-attributes="member: 82106"><p>Well, different game genres and agendas are certainly going to diverge a bit in terms of specific techniques, especially ideas about what is appropriate and how it can be introduced. Neo-trad is HEAVILY GM curated, but its aim is to elucidate character concept as envisaged by the players. That often involves elaborate build systems and/or heavy constraints on action centered on character build or related stuff. Narrativist games tend not to need those constraints, as the GM is aimed at a focus on premise, which is often, but not universally, character traits and related stuff. I mean, you can look at AW vs DW, almost the same mechanics, but there's actually a pretty big distinction in thematics and that does come out in techniques of play. DW entirely lacks the "screw with the players minds" element that is present in AW (such as in the "Barf out apocalyptica" principle of play).</p><p></p><p>I don't think analogies are the best way to go here at all, though they tend to spring up like weeds.</p><p></p><p>I'm a bit skeptical that trad has changed much! Truthfully, OSR (though I thoroughly don't share its ethos) is at least quite dynamic and 'doing stuff', and it has taken some cues from narrativism and related forms. Trad... I mean, what do we have that's new? BIFTS? I mean, 5e is in some ways a better written game than 3e or 2e, but I'm not convinced it actually 'advanced'. In fact I think it has lost some things, and maybe gained some polish in return. Cypher System perhaps? Meh, haven't played it, but my reading of the material tells me it isn't envisaging any radically new process of play, and a lot of the actual nuts and bolts remind me heavily of stuff I did over 10 years ago with d6 Space.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9102848, member: 82106"] Well, different game genres and agendas are certainly going to diverge a bit in terms of specific techniques, especially ideas about what is appropriate and how it can be introduced. Neo-trad is HEAVILY GM curated, but its aim is to elucidate character concept as envisaged by the players. That often involves elaborate build systems and/or heavy constraints on action centered on character build or related stuff. Narrativist games tend not to need those constraints, as the GM is aimed at a focus on premise, which is often, but not universally, character traits and related stuff. I mean, you can look at AW vs DW, almost the same mechanics, but there's actually a pretty big distinction in thematics and that does come out in techniques of play. DW entirely lacks the "screw with the players minds" element that is present in AW (such as in the "Barf out apocalyptica" principle of play). I don't think analogies are the best way to go here at all, though they tend to spring up like weeds. I'm a bit skeptical that trad has changed much! Truthfully, OSR (though I thoroughly don't share its ethos) is at least quite dynamic and 'doing stuff', and it has taken some cues from narrativism and related forms. Trad... I mean, what do we have that's new? BIFTS? I mean, 5e is in some ways a better written game than 3e or 2e, but I'm not convinced it actually 'advanced'. In fact I think it has lost some things, and maybe gained some polish in return. Cypher System perhaps? Meh, haven't played it, but my reading of the material tells me it isn't envisaging any radically new process of play, and a lot of the actual nuts and bolts remind me heavily of stuff I did over 10 years ago with d6 Space. [/QUOTE]
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