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<blockquote data-quote="hawkeyefan" data-source="post: 7336975" data-attributes="member: 6785785"><p>I simply asked it because the example seems incomplete. What is the point of the map being hidden? Why are the PCs searching for the map? If the map was elsewhere....perhaps in the war room of the orc chief or whatever sensible location the fiction may allow, would that still be considered denying player agency? </p><p></p><p>I think that the incompleteness of the example (or at least when it is repeated; as I said, if more details were initially offered, they've long since been forgotten/overlooked) is what is causing a lot of confusion about what the example is meant to show. </p><p></p><p>Hence why some posters keep seeing it as an example of a player authoring a solution to the challenge at hand. </p><p></p><p></p><p></p><p>Sure. There are established ways that the game mechanics work (allowing for some variance from system to system, but we can assume each one has mechanics in place for failure/success determination of actions). Again, to go with the orc example....what the player can do about the orc is indeed constrained. He cannot simply attack the orc if it is too far, or on higher ground, or what have you. There are other factors that must be addressed prior to him making the attack, which then may succeed or not, and even if it succeeds, more attacks may be required to achieve the desired result. </p><p> </p><p></p><p></p><p></p><p>I'm following the style of play you are describing. I don't find it to be less intuitive or all that difficult to follow. I think familiarity with the specific game mechanics would likely help, and I am only passing familiar with Dungeon World. And my experience with Burning Wheel consists solely of conversations I've had with you. But in a general sense, I am following. </p><p></p><p>My post was an attempt to point out why the example of the map wasn't doing what you may have hoped. </p><p></p><p></p><p></p><p>Sure, I said every time he walks into the room, but I think you know I mean at any time that it may be permissible to make such a check, even if it doesn't necessarily make a lot of sense. </p><p></p><p>Now, the example you provided (which I did not copy just to keep things a little more brief) paints a better picture. I </p><p></p><p></p><p></p><p>I'm sure there are. There are always examples. But I think that this particular example is more an exception than the norm. Most GMs that I know and interact with would </p><p></p><p></p><p></p><p>No, I meant it as a very basic example of what you were talking about that may make sense to folks who are more firmly planted in the D&D style of play. I was not trying to create a compelling example that would involve emotioinal investment or personal stakes (other than the PC not falling). It was intentionally basic, as was the map example. </p><p></p><p>I don't think most D&D players or DMs would see the example that I offered as the player <strong>abusing</strong> his power and narrating something into the fiction via an action and associated roll that allows him to overcome an obstacle. Abuse being the main concern most seem to have in this regard, that's what I was hoping to bridge a bit. </p><p></p><p></p><p></p><p>That's a good way to put it. But again, I find the map example to be to vague. "Let me look in the bread bin....wow, I found it!" just seems meh no matter what system or mechanics are used. I am not advocating having the players simply walk from room to room and search until they're in the correct room and get a success....seems pretty boring to me.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7336975, member: 6785785"] I simply asked it because the example seems incomplete. What is the point of the map being hidden? Why are the PCs searching for the map? If the map was elsewhere....perhaps in the war room of the orc chief or whatever sensible location the fiction may allow, would that still be considered denying player agency? I think that the incompleteness of the example (or at least when it is repeated; as I said, if more details were initially offered, they've long since been forgotten/overlooked) is what is causing a lot of confusion about what the example is meant to show. Hence why some posters keep seeing it as an example of a player authoring a solution to the challenge at hand. Sure. There are established ways that the game mechanics work (allowing for some variance from system to system, but we can assume each one has mechanics in place for failure/success determination of actions). Again, to go with the orc example....what the player can do about the orc is indeed constrained. He cannot simply attack the orc if it is too far, or on higher ground, or what have you. There are other factors that must be addressed prior to him making the attack, which then may succeed or not, and even if it succeeds, more attacks may be required to achieve the desired result. I'm following the style of play you are describing. I don't find it to be less intuitive or all that difficult to follow. I think familiarity with the specific game mechanics would likely help, and I am only passing familiar with Dungeon World. And my experience with Burning Wheel consists solely of conversations I've had with you. But in a general sense, I am following. My post was an attempt to point out why the example of the map wasn't doing what you may have hoped. Sure, I said every time he walks into the room, but I think you know I mean at any time that it may be permissible to make such a check, even if it doesn't necessarily make a lot of sense. Now, the example you provided (which I did not copy just to keep things a little more brief) paints a better picture. I I'm sure there are. There are always examples. But I think that this particular example is more an exception than the norm. Most GMs that I know and interact with would No, I meant it as a very basic example of what you were talking about that may make sense to folks who are more firmly planted in the D&D style of play. I was not trying to create a compelling example that would involve emotioinal investment or personal stakes (other than the PC not falling). It was intentionally basic, as was the map example. I don't think most D&D players or DMs would see the example that I offered as the player [B]abusing[/B] his power and narrating something into the fiction via an action and associated roll that allows him to overcome an obstacle. Abuse being the main concern most seem to have in this regard, that's what I was hoping to bridge a bit. That's a good way to put it. But again, I find the map example to be to vague. "Let me look in the bread bin....wow, I found it!" just seems meh no matter what system or mechanics are used. I am not advocating having the players simply walk from room to room and search until they're in the correct room and get a success....seems pretty boring to me. [/QUOTE]
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