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General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9109804" data-attributes="member: 82106"><p>Well, using Dungeon World as an example, DW literally specifies the type of story that the GM and players are expected to produce. It further precisely and explicitly declares what exactly the different participants can do and thus what their agency is (what they can effect). </p><p></p><p>In terms of system-based solutions to player issues with the narrative content: DW has a pretty tight focus on what it is intended to portray, and thus contain, so probably the participants kind of hashed out a lot of this at the start when they decided to initiate play. This is fairly typical with narrativist systems, they are fairly 'tight' in terms of genre and such. </p><p></p><p>Now, in terms of, say, too much focus on combat, GMs framing ability/responsibility does give them a chance to often describe situations that are LIKELY to resolve in certain ways. As the PCs descend into the dungeon a goblin leaps out, sword drawn! However, the barbarian could move forward menacingly and attempt to intimidate it (I'd think DD +CHA might be a good GM declaration here). There will be times when the GM imposes on the players, but I think the ball always lands back in their court. Since DW's mechanical process structure is loosely coupled to the fiction players have a LOT of leeway in terms of managing circumstances.</p><p></p><p>This is not to say that you're at all incorrect, GM and players must 'get on the same page' in some sense in any sort of RPG play, and narrativist games don't just magically solve that in any general sense.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9109804, member: 82106"] Well, using Dungeon World as an example, DW literally specifies the type of story that the GM and players are expected to produce. It further precisely and explicitly declares what exactly the different participants can do and thus what their agency is (what they can effect). In terms of system-based solutions to player issues with the narrative content: DW has a pretty tight focus on what it is intended to portray, and thus contain, so probably the participants kind of hashed out a lot of this at the start when they decided to initiate play. This is fairly typical with narrativist systems, they are fairly 'tight' in terms of genre and such. Now, in terms of, say, too much focus on combat, GMs framing ability/responsibility does give them a chance to often describe situations that are LIKELY to resolve in certain ways. As the PCs descend into the dungeon a goblin leaps out, sword drawn! However, the barbarian could move forward menacingly and attempt to intimidate it (I'd think DD +CHA might be a good GM declaration here). There will be times when the GM imposes on the players, but I think the ball always lands back in their court. Since DW's mechanical process structure is loosely coupled to the fiction players have a LOT of leeway in terms of managing circumstances. This is not to say that you're at all incorrect, GM and players must 'get on the same page' in some sense in any sort of RPG play, and narrativist games don't just magically solve that in any general sense. [/QUOTE]
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What is player agency to you?
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