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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9109989" data-attributes="member: 42582"><p>I don't think this is true. There are a lot of RPGs that provide systems that will allow a GM to do this.</p><p></p><p>A friend of mine has only ever GMed Burning Wheel. The first session of BW that he GMed was higher in player agency than most D&D sessions that I have played in (and the only I say "most" rather than "all" is because I can't remember every D&D session I've ever played).</p><p></p><p>You identify two problems.</p><p></p><p>One goes to whether the group is compatible. I leave that to one side, as I see it as basically a social problem - like on card night most people want to play bridge but one person wants to play poker. These are problems that sit <em>outside</em> the system of any particular game.</p><p></p><p>But the second problem is about <em>How does the GM meet the expectations of a player who is not satisfied with the sort of play you describe</em>. And there are solutions to that problem. [USER=82106]@AbdulAlhazred[/USER] has suggested Dungeon World. I would suggest Burning Wheel (or Torchbearer as a BW variant). Or even sticking to the current system of choice (what you describe makes me think of D&D, RQ, RM or HARP, perhaps even HERO or GURPS) but adopting some techniques from those games.</p><p></p><p>The most basic technique, which [USER=16586]@Campbell[/USER] set out not far upthread, is <em>to frame scenes that are relevant to the characters' and game's premise.</em> The GM you describe is not doing that. Changing what they are doing is not actually that hard.</p><p></p><p>Burning Wheel, towards the end of the rulebook, has a page setting out the GM's role and responsibilities, and then a page setting out "the sacred and most holy role of the players". This latter page (Revised p 269; Gold p 552) includes the following statement, directed at players: If the story doesn't interest you, <em>it's your job to create interesting situations and involve yourself</em>.</p><p></p><p>And the game gives the players the tools to do that: Circles checks, Wises checks, the various extended resolution frameworks etc. The same page also tells players:</p><p></p><p style="margin-left: 20px">Use the mechanics! Players are <em>expected</em> to call for a Duel of Wits or a Circles test or to demand the Range and Cover rules in a shooting match with a Dark Elf assassin Don't wait for the GM to invoke a rule - invoke the damn thing yourself and get the story moving!</p><p></p><p>And of course underlying this is the fact that mechanical outcomes are binding.</p><p></p><p>I've given examples in this thread of my own BW play. I have called for Circles tests to meet NPCs - members of my order, and my family. I have called for Duels of Wits to move play away from what the GM thought was interesting onto what I thought was interesting. I have used Great Masters-wise to focus play on recovering spellbooks from Evard's tower, rather than whatever the GM would otherwise have put forward.</p><p></p><p>In my most recent Torchbearer session the players used a Convince conflict to persuade a key NPC to assist them in a particular task they wanted to carry out, which focused play onto that issue - and precluded me, as GM, using that NPC as a backstory element to bring the focus of play onto something else.</p><p></p><p>So I think there are system-based solutions here.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9109989, member: 42582"] I don't think this is true. There are a lot of RPGs that provide systems that will allow a GM to do this. A friend of mine has only ever GMed Burning Wheel. The first session of BW that he GMed was higher in player agency than most D&D sessions that I have played in (and the only I say "most" rather than "all" is because I can't remember every D&D session I've ever played). You identify two problems. One goes to whether the group is compatible. I leave that to one side, as I see it as basically a social problem - like on card night most people want to play bridge but one person wants to play poker. These are problems that sit [I]outside[/I] the system of any particular game. But the second problem is about [I]How does the GM meet the expectations of a player who is not satisfied with the sort of play you describe[/I]. And there are solutions to that problem. [USER=82106]@AbdulAlhazred[/USER] has suggested Dungeon World. I would suggest Burning Wheel (or Torchbearer as a BW variant). Or even sticking to the current system of choice (what you describe makes me think of D&D, RQ, RM or HARP, perhaps even HERO or GURPS) but adopting some techniques from those games. The most basic technique, which [USER=16586]@Campbell[/USER] set out not far upthread, is [I]to frame scenes that are relevant to the characters' and game's premise.[/I] The GM you describe is not doing that. Changing what they are doing is not actually that hard. Burning Wheel, towards the end of the rulebook, has a page setting out the GM's role and responsibilities, and then a page setting out "the sacred and most holy role of the players". This latter page (Revised p 269; Gold p 552) includes the following statement, directed at players: If the story doesn't interest you, [I]it's your job to create interesting situations and involve yourself[/I]. And the game gives the players the tools to do that: Circles checks, Wises checks, the various extended resolution frameworks etc. The same page also tells players: [indent]Use the mechanics! Players are [I]expected[/I] to call for a Duel of Wits or a Circles test or to demand the Range and Cover rules in a shooting match with a Dark Elf assassin Don't wait for the GM to invoke a rule - invoke the damn thing yourself and get the story moving![/indent] And of course underlying this is the fact that mechanical outcomes are binding. I've given examples in this thread of my own BW play. I have called for Circles tests to meet NPCs - members of my order, and my family. I have called for Duels of Wits to move play away from what the GM thought was interesting onto what I thought was interesting. I have used Great Masters-wise to focus play on recovering spellbooks from Evard's tower, rather than whatever the GM would otherwise have put forward. In my most recent Torchbearer session the players used a Convince conflict to persuade a key NPC to assist them in a particular task they wanted to carry out, which focused play onto that issue - and precluded me, as GM, using that NPC as a backstory element to bring the focus of play onto something else. So I think there are system-based solutions here. [/QUOTE]
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