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What is player agency to you?
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<blockquote data-quote="hawkeyefan" data-source="post: 9119714" data-attributes="member: 6785785"><p>But you keep asserting that you know how these other games work? Have you played anything other than D&D? </p><p></p><p></p><p></p><p>Nothing in there about prep.</p><p></p><p></p><p></p><p>No, I don’t “get casual”, my connection to the game is limited because the DM is deciding 99% of what goes on. </p><p></p><p>1% Contribution seems pretty freaking casual, if you ask me. </p><p></p><p>I want to he invested and involved in the game. If all the game consists of is the GM trying to show off their cool ideas, I’m not going to be that into the game. </p><p></p><p>There’s nothing bad or hostile about that. It simply is. </p><p></p><p></p><p></p><p></p><p>Right, and this is what I disagree with. There’s nothing casual about many of the games I’ve run or played. Not all have involved heavy prep. Some have. I would say my two most intense games involved very little prep on my part as GM. </p><p></p><p></p><p></p><p>Actually, you’ve been given some specific examples. </p><p></p><p></p><p>They don’t “just appear” any more than they do if you decide they’re there on the map two weeks before play. They don’t exist. They’re pretend. How we determine what is present in the pretend world of the game is determined by play processes and rules. </p><p></p><p>In your game, the DM gets to decide where things are and a whole lot more. In other games, there are other methods to determine where things are other than “the GM says”. </p><p></p><p></p><p></p><p>No, I’m going off what you’ve said. When other posters have shared instances of the players being involved in determining an element of the game world, you’ve described it as the “DM being soft” and “just giving the players what they ask for” and so on. </p><p></p><p>Yet you then describe an instance of play where the players told you what they want, and you gave it to them. </p><p></p><p>This has nothing to do with “my definitions” and is simply about things you’ve said. </p><p></p><p></p><p>But you’re also showing a lack of understanding how those rules work in the context of their respective games. You’re taking a description of them and trying to picture how they’d work in your game, and that’s not going to work. They’re for different games.</p><p></p><p></p><p></p><p>Right, but how is your example somehow sensible, but you caricaturize others as being “silly” or “easy”? </p><p></p><p>I mean, you gave the players what they wanted. </p><p></p><p></p><p></p><p>I’d saythis about says it. Nothing more to add. </p><p></p><p></p><p></p><p>Stuck on it? I wouldn't say I’m stuck on it so much as the tension between those two things has a lot to do with player agency.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9119714, member: 6785785"] But you keep asserting that you know how these other games work? Have you played anything other than D&D? Nothing in there about prep. No, I don’t “get casual”, my connection to the game is limited because the DM is deciding 99% of what goes on. 1% Contribution seems pretty freaking casual, if you ask me. I want to he invested and involved in the game. If all the game consists of is the GM trying to show off their cool ideas, I’m not going to be that into the game. There’s nothing bad or hostile about that. It simply is. Right, and this is what I disagree with. There’s nothing casual about many of the games I’ve run or played. Not all have involved heavy prep. Some have. I would say my two most intense games involved very little prep on my part as GM. Actually, you’ve been given some specific examples. They don’t “just appear” any more than they do if you decide they’re there on the map two weeks before play. They don’t exist. They’re pretend. How we determine what is present in the pretend world of the game is determined by play processes and rules. In your game, the DM gets to decide where things are and a whole lot more. In other games, there are other methods to determine where things are other than “the GM says”. No, I’m going off what you’ve said. When other posters have shared instances of the players being involved in determining an element of the game world, you’ve described it as the “DM being soft” and “just giving the players what they ask for” and so on. Yet you then describe an instance of play where the players told you what they want, and you gave it to them. This has nothing to do with “my definitions” and is simply about things you’ve said. But you’re also showing a lack of understanding how those rules work in the context of their respective games. You’re taking a description of them and trying to picture how they’d work in your game, and that’s not going to work. They’re for different games. Right, but how is your example somehow sensible, but you caricaturize others as being “silly” or “easy”? I mean, you gave the players what they wanted. I’d saythis about says it. Nothing more to add. Stuck on it? I wouldn't say I’m stuck on it so much as the tension between those two things has a lot to do with player agency. [/QUOTE]
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