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What is player agency to you?
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<blockquote data-quote="Golroc" data-source="post: 9117722" data-attributes="member: 7042497"><p>I was referring to any mechanic which isn't a "my character does X" but is something like "event Y occurs", "Z is part of my characters background", etc. Don't get me wrong - I don't think there is anything wrong with such mechanics. I just think they're conceptually different than stating an action carried out by the character. To some extent, levelling up in old-school game is also a mechanic which is special.</p><p></p><p>The example you give is interesting, because that's almost exactly how my groups have done the vast majority player story input. E.g. "As we approach the Arakani scouting party, I recall that the Arakani have a cultural taboo on the slaying of spiders." Now the GM might roll with this, go with "On second thought, you remember that this was actually a taboo of the Edwo tribe." or choose to have the player think he "remembered" this correctly, but actually it's wrong and make this misunderstanding part of the parlay.</p><p></p><p>I'm not opposed to the narrativist style, and as mentioned there are parts of my own preferred style that seem to be similar in nature. I'm not a big fan of codifying player narrative authority, and I prefer the GM have the final say on such matters - but I can see why others might feel differently, and I'm also very open to trying out games like Burning Wheel, PbtA, etc. DW I am a little more on the fence about, but that's mostly due to having done so much dungeon crawling over the years, that I can find it hard to motivate myself to play games focused on that theme (regardless of style/system).</p><p></p><p>We might define (player) agency in different ways and we do have different preferences as to various styles of gaming, but reading your latest posts, I actually don't think the gap is quite as big, as it have looked earlier in this thread.</p></blockquote><p></p>
[QUOTE="Golroc, post: 9117722, member: 7042497"] I was referring to any mechanic which isn't a "my character does X" but is something like "event Y occurs", "Z is part of my characters background", etc. Don't get me wrong - I don't think there is anything wrong with such mechanics. I just think they're conceptually different than stating an action carried out by the character. To some extent, levelling up in old-school game is also a mechanic which is special. The example you give is interesting, because that's almost exactly how my groups have done the vast majority player story input. E.g. "As we approach the Arakani scouting party, I recall that the Arakani have a cultural taboo on the slaying of spiders." Now the GM might roll with this, go with "On second thought, you remember that this was actually a taboo of the Edwo tribe." or choose to have the player think he "remembered" this correctly, but actually it's wrong and make this misunderstanding part of the parlay. I'm not opposed to the narrativist style, and as mentioned there are parts of my own preferred style that seem to be similar in nature. I'm not a big fan of codifying player narrative authority, and I prefer the GM have the final say on such matters - but I can see why others might feel differently, and I'm also very open to trying out games like Burning Wheel, PbtA, etc. DW I am a little more on the fence about, but that's mostly due to having done so much dungeon crawling over the years, that I can find it hard to motivate myself to play games focused on that theme (regardless of style/system). We might define (player) agency in different ways and we do have different preferences as to various styles of gaming, but reading your latest posts, I actually don't think the gap is quite as big, as it have looked earlier in this thread. [/QUOTE]
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