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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: 9114226" data-attributes="member: 82106"><p>Coming from a lot of PbtA type play, and such, I have this strong feeling that it isn't really the mere taking of choices like "we go pirating instead of staying in Waterdeep" that is truly consequential. Either way, in say a game of Dungeon World, the GM and players will continue to make the same sort of moves in basically the same sort of loop. What MATTERS is how this relates to the PCs and how it reflects on their internal personal stories.</p><p></p><p>I mean, some decisions can be consequential in a 'do I live or die'? sort of way, or maybe in terms of specifically leading to the proximate loss or gain of resources and thus other opportunities, but the GENERAL outcome is "we continue to have adventures." So, really what changes? Well, I could be in Waterdeep helping to enforce the law, or I could be on a pirate ship flaunting it. Very different lifestyles, probably very different personal experiences (IE murdering people and taking their stuff vs upholding law and order). I think that, while PbtA games talk only about the smaller bits, the game is ultimately really more about the larger and more personal questions. </p><p></p><p>And surely this was one of the, maybe THE, motivation for Stonetop, the action is definitionally highly personal to each character, and thus 'weighty' in a way that simple action-adventure without that superstructure really isn't. So the choices have a sort of weight and effect that they don't in other games. BitD aims for that with the whole structure of the crew and such as well. It is certainly achievable in more trad play, but it is HARD to 'go for'. Play often tends to get mired up more in details, or just focus on things like basic survival, or loot.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9114226, member: 82106"] Coming from a lot of PbtA type play, and such, I have this strong feeling that it isn't really the mere taking of choices like "we go pirating instead of staying in Waterdeep" that is truly consequential. Either way, in say a game of Dungeon World, the GM and players will continue to make the same sort of moves in basically the same sort of loop. What MATTERS is how this relates to the PCs and how it reflects on their internal personal stories. I mean, some decisions can be consequential in a 'do I live or die'? sort of way, or maybe in terms of specifically leading to the proximate loss or gain of resources and thus other opportunities, but the GENERAL outcome is "we continue to have adventures." So, really what changes? Well, I could be in Waterdeep helping to enforce the law, or I could be on a pirate ship flaunting it. Very different lifestyles, probably very different personal experiences (IE murdering people and taking their stuff vs upholding law and order). I think that, while PbtA games talk only about the smaller bits, the game is ultimately really more about the larger and more personal questions. And surely this was one of the, maybe THE, motivation for Stonetop, the action is definitionally highly personal to each character, and thus 'weighty' in a way that simple action-adventure without that superstructure really isn't. So the choices have a sort of weight and effect that they don't in other games. BitD aims for that with the whole structure of the crew and such as well. It is certainly achievable in more trad play, but it is HARD to 'go for'. Play often tends to get mired up more in details, or just focus on things like basic survival, or loot. [/QUOTE]
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