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What is player agency to you?
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<blockquote data-quote="Manbearcat" data-source="post: 9124825" data-attributes="member: 6696971"><p>About to board a plane in a series so I’ll keep this short and won’t be able to respond until tomorrow.</p><p></p><p></p><p></p><p>I feel like those last seven words illustrate the nexus of your (what seem to me to be Sim-Immersionist) priors and where a lot of disagreement stems from. </p><p></p><p>Good systems are written with the intention of being sensitive to some things and insensitive to others!</p><p></p><p>Torchbearer has a codified, intricate, and intense Inventory (including the demands placed upon loadout and how Twists can complicate that) and Resources system along with a Town and Camp phase where gear recovery, repair, and outfitting moves are all deeply interlocked. Torchbearer is <strong>intentionally designed to be very sensitive to these things.</strong></p><p></p><p>Contrast with 5e where none of the above is true nor could be made to be true without stripping the game down to the studs and rewriting it without ubiquitous epic magic, action hero dynamics, and with all the profound intricacies of the above. 5e is <strong>intentionally</strong> <strong>designed to be insensitive to Torchbearer’s Inventory et al game</strong>.</p><p></p><p>Its not Torchbearer or 5e “missing the plot” because one doesn’t have the dynamics of the other. Its the GM that runs (or prospectively runs) either game and wants to either (“expertly”…) bolt TB’s Inventory et al onto 5e to “get the TB experience (lawl)” or wants to bolt 5e’s ubiquitous, epic magic onto TB to “get the 5e experience (lawl).” That sort of (I’ve got some adjectives in mind here but folks can fill in the blanks) idea leads to undermining both games in the (insert adjective) name of “the system as written is insensitive to it so I, the expert referee, will include the effects of things in the fiction to generate sensitivity.”</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9124825, member: 6696971"] About to board a plane in a series so I’ll keep this short and won’t be able to respond until tomorrow. I feel like those last seven words illustrate the nexus of your (what seem to me to be Sim-Immersionist) priors and where a lot of disagreement stems from. Good systems are written with the intention of being sensitive to some things and insensitive to others! Torchbearer has a codified, intricate, and intense Inventory (including the demands placed upon loadout and how Twists can complicate that) and Resources system along with a Town and Camp phase where gear recovery, repair, and outfitting moves are all deeply interlocked. Torchbearer is [B]intentionally designed to be very sensitive to these things.[/B] Contrast with 5e where none of the above is true nor could be made to be true without stripping the game down to the studs and rewriting it without ubiquitous epic magic, action hero dynamics, and with all the profound intricacies of the above. 5e is [B]intentionally[/B] [B]designed to be insensitive to Torchbearer’s Inventory et al game[/B]. Its not Torchbearer or 5e “missing the plot” because one doesn’t have the dynamics of the other. Its the GM that runs (or prospectively runs) either game and wants to either (“expertly”…) bolt TB’s Inventory et al onto 5e to “get the TB experience (lawl)” or wants to bolt 5e’s ubiquitous, epic magic onto TB to “get the 5e experience (lawl).” That sort of (I’ve got some adjectives in mind here but folks can fill in the blanks) idea leads to undermining both games in the (insert adjective) name of “the system as written is insensitive to it so I, the expert referee, will include the effects of things in the fiction to generate sensitivity.” [/QUOTE]
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