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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8254693" data-attributes="member: 42582"><p>Then you'd be wrong. I've run many games with little prep and some with no prep.</p><p></p><p><a href="https://www.enworld.org/threads/cthulhu-dark-session.653231/" target="_blank">Here</a> <a href="https://www.enworld.org/threads/cthulhu-dark-another-session.658931/" target="_blank">are</a> <a href="https://www.enworld.org/threads/played-some-wuthering-heights-today.672161/" target="_blank">links</a> to games I ran with no prep. The first two were Cthulhu Dark. The third was Wuthering Heights. All went very well: the PCs were created, starting situations were envisaged, events unfolded as imagined by the participants and guided by the action resolution processes; and in each case a satisfying resolution was reached which no one had any anticipation of when we started.</p><p></p><p></p><p><em>Player agency</em> is eminently possible in games that don't involve <em>skilled play</em> in the way you describe it. The skilled play that you describe is that of overcoming a problem or a puzzle. For instance, in my Classic Traveller game the players (via their PCs) confronted a problem: how do we get through 4 km of ice? The answer was fairly straightforward (and deliberately so on my part as GM, as I tend to downplay the role of that sort of problem-solving in my RPGing): <em>use our starship's triple beam laser to blast it away!</em></p><p></p><p>But player agency can manifest in many other ways besides coming up with solutions to problems. <em>Changing the fiction</em> is the most generic form that player agency takes in RPGing, and not all <em>changes to the fiction</em> are <em>solutions to problems</em>. When my Burning Wheel characters encountered Evard's Tower that was a manifestation of player agency (given that I was the one to come up with the idea that the tower was in the general area and hence apt to be found) but it wasn't a solution to a problem. It was the cause of some though!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8254693, member: 42582"] Then you'd be wrong. I've run many games with little prep and some with no prep. [URL='https://www.enworld.org/threads/cthulhu-dark-session.653231/']Here[/URL] [URL='https://www.enworld.org/threads/cthulhu-dark-another-session.658931/']are[/URL] [URL='https://www.enworld.org/threads/played-some-wuthering-heights-today.672161/']links[/URL] to games I ran with no prep. The first two were Cthulhu Dark. The third was Wuthering Heights. All went very well: the PCs were created, starting situations were envisaged, events unfolded as imagined by the participants and guided by the action resolution processes; and in each case a satisfying resolution was reached which no one had any anticipation of when we started. [I]Player agency[/I] is eminently possible in games that don't involve [I]skilled play[/I] in the way you describe it. The skilled play that you describe is that of overcoming a problem or a puzzle. For instance, in my Classic Traveller game the players (via their PCs) confronted a problem: how do we get through 4 km of ice? The answer was fairly straightforward (and deliberately so on my part as GM, as I tend to downplay the role of that sort of problem-solving in my RPGing): [I]use our starship's triple beam laser to blast it away![/I] But player agency can manifest in many other ways besides coming up with solutions to problems. [I]Changing the fiction[/I] is the most generic form that player agency takes in RPGing, and not all [I]changes to the fiction[/I] are [I]solutions to problems[/I]. When my Burning Wheel characters encountered Evard's Tower that was a manifestation of player agency (given that I was the one to come up with the idea that the tower was in the general area and hence apt to be found) but it wasn't a solution to a problem. It was the cause of some though! [/QUOTE]
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