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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: 9110984" data-attributes="member: 82106"><p>Well, if I am running Dungeon World, for example, then there IS no 'spirit of the campaign' that is separate from what the players want to do! This is precisely illustrating the fundamental nature of the difference between trad and narrative approaches (at least in low myth play, there could be some other dimensions to it in other styles).</p><p></p><p>Why would there be an either/or? I mean, if you designed your 3.5e play in such a way that it was NECESSARY to create highly sub-optimal characters (IE anything but a full caster) in order to have narrativist tools, well then you get what you deserve! I can't think of a reason why a game would be so arranged though. Certainly no system that purposely built to do narrativist play will suffer this way. Were I using some version of D&D to do it, I'd just tack on whatever mechanics I thought would help, why mess with that is already there? I mean, unless you want to alter something that hurts your agenda, but then wouldn't that play out for all PCs too? Obviously games are sometimes complicated and maybe that's not perfectly true, but I don't see it as a general problem.</p><p></p><p>But, again, translated into the realm of RPGs I don't see how this happens, unless you have insisted on playing a badly-designed game, or one that is especially badly-suited to the chosen form of play. Just don't do that!</p><p></p><p>I'm not sure what those have to do with either narrativist play possibilities nor with agency.</p><p></p><p>There are.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9110984, member: 82106"] Well, if I am running Dungeon World, for example, then there IS no 'spirit of the campaign' that is separate from what the players want to do! This is precisely illustrating the fundamental nature of the difference between trad and narrative approaches (at least in low myth play, there could be some other dimensions to it in other styles). Why would there be an either/or? I mean, if you designed your 3.5e play in such a way that it was NECESSARY to create highly sub-optimal characters (IE anything but a full caster) in order to have narrativist tools, well then you get what you deserve! I can't think of a reason why a game would be so arranged though. Certainly no system that purposely built to do narrativist play will suffer this way. Were I using some version of D&D to do it, I'd just tack on whatever mechanics I thought would help, why mess with that is already there? I mean, unless you want to alter something that hurts your agenda, but then wouldn't that play out for all PCs too? Obviously games are sometimes complicated and maybe that's not perfectly true, but I don't see it as a general problem. But, again, translated into the realm of RPGs I don't see how this happens, unless you have insisted on playing a badly-designed game, or one that is especially badly-suited to the chosen form of play. Just don't do that! I'm not sure what those have to do with either narrativist play possibilities nor with agency. There are. [/QUOTE]
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