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*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="FrogReaver" data-source="post: 9107324" data-attributes="member: 6795602"><p>Sounds good. Though I wonder what a theoretical Story Now game that focused more on adventuring and the characters deeds in the world might look like.</p><p></p><p>Player Motivations:</p><p>I want to topple the giant Ormanus who threatens the Kingdom to the North.</p><p>I want to drive out the Dragon from the lake of hope.</p><p>I want to ensure my King Lacindu ascends to be the King of the 7 Kingdoms of men.</p><p></p><p>I don't even know that you would need Beliefs, though including them could be fun.</p><p></p><p>Would such a game be Story Now? Or to be more general I guess I'm asking, how far can we minimize the characters as people and still have a Story Now game?</p><p></p><p></p><p>Maybe 'Drama Now' would be a better name?</p><p></p><p></p><p>I agree with this and it's been something I've been meaning to bring up. There seems to be a few things being simultaneously discussed and they are blending together to some degree.</p><p></p><p>1. The process where a player sets motivations/flaws/goals/etc for his character and the GM by rule/principle is expected to challenge those things by framing scenes and narrating consequences to bring them out during play.</p><p></p><p>As an aside, and somewhat ironically, a D&D game where a DM went about constantly framing scenes and consequences so that players always visit certain 'things' would probably get called a railroad. The most important difference IMO is the player buy in.</p><p></p><p>2. The ability of the player to author setting details and/or any fiction outside the characters direct control. And honestly this seems to be somewhat uncommon in these games - but seems often brought up in these discussions as proof such games provide greater player agency (even though such mechanics bear so little on the actual play of the games - and for some if not many - not at all). It's probably the best argument for greater agency in those games that have this but also the worst focal point for getting players of other RPG's to give those games a try.</p><p></p><p>3. The typical mechanic of Roll high get success, roll low face a consequence and roll middle, get success and a consequence/complication. This style of mechanic itself has also been deemed by some be a vital place where player agency is granted compared to the 5e D&D method of DM decides is success, failure or uncertain and then roll if uncertain against a DC set by the DM based on the fictional position.</p><p></p><p>Lots more to say on these 3 things, but they seem to be the crux of assertions that this class of games offer more 'player agency'. Did I miss any prominent point?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9107324, member: 6795602"] Sounds good. Though I wonder what a theoretical Story Now game that focused more on adventuring and the characters deeds in the world might look like. Player Motivations: I want to topple the giant Ormanus who threatens the Kingdom to the North. I want to drive out the Dragon from the lake of hope. I want to ensure my King Lacindu ascends to be the King of the 7 Kingdoms of men. I don't even know that you would need Beliefs, though including them could be fun. Would such a game be Story Now? Or to be more general I guess I'm asking, how far can we minimize the characters as people and still have a Story Now game? Maybe 'Drama Now' would be a better name? I agree with this and it's been something I've been meaning to bring up. There seems to be a few things being simultaneously discussed and they are blending together to some degree. 1. The process where a player sets motivations/flaws/goals/etc for his character and the GM by rule/principle is expected to challenge those things by framing scenes and narrating consequences to bring them out during play. As an aside, and somewhat ironically, a D&D game where a DM went about constantly framing scenes and consequences so that players always visit certain 'things' would probably get called a railroad. The most important difference IMO is the player buy in. 2. The ability of the player to author setting details and/or any fiction outside the characters direct control. And honestly this seems to be somewhat uncommon in these games - but seems often brought up in these discussions as proof such games provide greater player agency (even though such mechanics bear so little on the actual play of the games - and for some if not many - not at all). It's probably the best argument for greater agency in those games that have this but also the worst focal point for getting players of other RPG's to give those games a try. 3. The typical mechanic of Roll high get success, roll low face a consequence and roll middle, get success and a consequence/complication. This style of mechanic itself has also been deemed by some be a vital place where player agency is granted compared to the 5e D&D method of DM decides is success, failure or uncertain and then roll if uncertain against a DC set by the DM based on the fictional position. Lots more to say on these 3 things, but they seem to be the crux of assertions that this class of games offer more 'player agency'. Did I miss any prominent point? [/QUOTE]
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