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What is the point of GM's notes?
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<blockquote data-quote="Ovinomancer" data-source="post: 8234275" data-attributes="member: 16814"><p>Okay, let me stop you here. This doesn't at all align with what the people that introduced the term protagonism have defined it. It aligns only with those that are defining the term to mean that the PCs have agency. I do not know who "we" is in this statement.</p><p></p><p>To mean, this is clearly against the definition of protagonism as it was introduced and repeatedly defined -- play does not center on the dramatic needs of the PCs, it instead centers on how the players interact with the setting. You've defined agency, here, not protagonism.</p><p></p><p>And here you've defined a reduction in agency.</p><p></p><p>This is, again, agency. Protagonism is not about agency, but instead talks to what the game focuses on in terms of dramatic needs. If I run Keep on the Borderlands, it's not going to be protagonism at all, even as this module features a good deal of potential agency for the players.</p><p></p><p>In other words, your description of play is about honoring what the players choose to do through their PCs. It does not speak to how the game is centered on the PCs as characters themselves. The game you describe would start and play similarly with different PCs althogether -- ie, the play of this game isn't very sensitive to what the PCs are in terms of dramatic needs, but potentially very sensitive to PC builds and player choices.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8234275, member: 16814"] Okay, let me stop you here. This doesn't at all align with what the people that introduced the term protagonism have defined it. It aligns only with those that are defining the term to mean that the PCs have agency. I do not know who "we" is in this statement. To mean, this is clearly against the definition of protagonism as it was introduced and repeatedly defined -- play does not center on the dramatic needs of the PCs, it instead centers on how the players interact with the setting. You've defined agency, here, not protagonism. And here you've defined a reduction in agency. This is, again, agency. Protagonism is not about agency, but instead talks to what the game focuses on in terms of dramatic needs. If I run Keep on the Borderlands, it's not going to be protagonism at all, even as this module features a good deal of potential agency for the players. In other words, your description of play is about honoring what the players choose to do through their PCs. It does not speak to how the game is centered on the PCs as characters themselves. The game you describe would start and play similarly with different PCs althogether -- ie, the play of this game isn't very sensitive to what the PCs are in terms of dramatic needs, but potentially very sensitive to PC builds and player choices. [/QUOTE]
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What is the point of GM's notes?
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