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What is player agency to you?
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<blockquote data-quote="Campbell" data-source="post: 9116416" data-attributes="member: 16586"><p>[USER=6684958]@bloodtide[/USER] </p><p></p><p>This is yet another digression, but it is not a Story Now GM's duty to provide engaging situations. Hopefully everyone at the table is engaging, but that's beside the point. It is the GM's responsibility to frame scenes that address the premise of the character (what we believe to be true of them). This varies from game to game, but what this looks like in Burning Wheel is framing scenes / creating situations around the enumerated beliefs on each player's character sheet.</p><p></p><p>Imagine Joe is playing Veristandt the Bold, a dispossessed noble who believes his brother killed his father. Joe establishes the following beliefs for Veristandt:</p><ul> <li data-xf-list-type="ul">My brother betrayed our family and the kingdom. I will bring him the death he deserves.</li> <li data-xf-list-type="ul">A true warrior never faces an unarmed man. I will face my enemies head on.</li> <li data-xf-list-type="ul">Celene (my brother's wife) is a noble soul. I will save her from my brother's tyranny.</li> </ul><p>It then becomes the GM's responsibility to frame scenes that put the following beliefs to question. Maybe ones that throw some measure of doubt that Veristandt's brother really betrayed either the family or the kingdom or perhaps he did both, but perhaps his death might come with other repercussions. Perhaps provide opportunities to gain some advantage on his brother that might require a measure of duplicity or might put Celene in a measure of danger. Hopefully the player who came up with these beliefs considers that engaging, but it's not really the GM's job to make them engaging in for Joe. It's up to Joe to engage with them.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9116416, member: 16586"] [USER=6684958]@bloodtide[/USER] This is yet another digression, but it is not a Story Now GM's duty to provide engaging situations. Hopefully everyone at the table is engaging, but that's beside the point. It is the GM's responsibility to frame scenes that address the premise of the character (what we believe to be true of them). This varies from game to game, but what this looks like in Burning Wheel is framing scenes / creating situations around the enumerated beliefs on each player's character sheet. Imagine Joe is playing Veristandt the Bold, a dispossessed noble who believes his brother killed his father. Joe establishes the following beliefs for Veristandt: [LIST] [*]My brother betrayed our family and the kingdom. I will bring him the death he deserves. [*]A true warrior never faces an unarmed man. I will face my enemies head on. [*]Celene (my brother's wife) is a noble soul. I will save her from my brother's tyranny. [/LIST] It then becomes the GM's responsibility to frame scenes that put the following beliefs to question. Maybe ones that throw some measure of doubt that Veristandt's brother really betrayed either the family or the kingdom or perhaps he did both, but perhaps his death might come with other repercussions. Perhaps provide opportunities to gain some advantage on his brother that might require a measure of duplicity or might put Celene in a measure of danger. Hopefully the player who came up with these beliefs considers that engaging, but it's not really the GM's job to make them engaging in for Joe. It's up to Joe to engage with them. [/QUOTE]
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