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What is player agency to you?
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<blockquote data-quote="pemerton" data-source="post: 9117421" data-attributes="member: 42582"><p>First, here's the actual account of what happened when Thurgon and Aramina met Thurgon's brother Rufus. I don't expect you, [USER=6684958]@bloodtide[/USER], to read it - as you seem not to have read any of the actual play reports I've pointed you to or posted in replies to you - but it may be interesting for someone else who is reading along:</p><p>Second, if we generalise from healing potions to rewards in general, then what is the basic structure of D&D play in relation to rewards? It's that <em>players do <stuff>, and as a result accrue rewards</em>. There's nothing inherently virtuous about the <stuff> being (say) beating up on Orcs rather than (say) growing crops and husbanding cattle.</p><p></p><p>Classic D&D play (to speak at a level of generality) requires the players to <em>solve the GM's puzzle</em> (ie, to beat the dungeon) in order to get those rewards. Obviously Burning Wheel has very little in common with classic D&D play.</p><p></p><p>Post-DL D&D play mostly has the players work through the GM's pre-authored situations in order to get those rewards. Burning Wheel has a bit more in common with this sort of play, because it also emphasises players working through situations. It's just that the situations are driven by the players as much as, or even more than, the GM. There is nothing inherently virtuous about <the situations> being established primarily by the GM rather than having the players contribute significantly to their content and stakes.</p><p></p><p>I don't understand why you keep imputing this stuff to me that has nothing to do with how I play and GM RPGs. I've posted actual examples. You don't seem to read them.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9117421, member: 42582"] First, here's the actual account of what happened when Thurgon and Aramina met Thurgon's brother Rufus. I don't expect you, [USER=6684958]@bloodtide[/USER], to read it - as you seem not to have read any of the actual play reports I've pointed you to or posted in replies to you - but it may be interesting for someone else who is reading along: Second, if we generalise from healing potions to rewards in general, then what is the basic structure of D&D play in relation to rewards? It's that [I]players do <stuff>, and as a result accrue rewards[/I]. There's nothing inherently virtuous about the <stuff> being (say) beating up on Orcs rather than (say) growing crops and husbanding cattle. Classic D&D play (to speak at a level of generality) requires the players to [I]solve the GM's puzzle[/I] (ie, to beat the dungeon) in order to get those rewards. Obviously Burning Wheel has very little in common with classic D&D play. Post-DL D&D play mostly has the players work through the GM's pre-authored situations in order to get those rewards. Burning Wheel has a bit more in common with this sort of play, because it also emphasises players working through situations. It's just that the situations are driven by the players as much as, or even more than, the GM. There is nothing inherently virtuous about <the situations> being established primarily by the GM rather than having the players contribute significantly to their content and stakes. I don't understand why you keep imputing this stuff to me that has nothing to do with how I play and GM RPGs. I've posted actual examples. You don't seem to read them. [/QUOTE]
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