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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7346604" data-attributes="member: 82106"><p>In my, and I think [MENTION=99817]chaochou[/MENTION]'s and [MENTION=42582]pemerton[/MENTION]'s methods of play a choice made by a player where the consequences of the choice were hidden at the time it was made, so that no cost/benefit analysis or assessment of the choice's significance in terms of player agenda was possible does not exhibit player agency to any high degree. </p><p></p><p>Thus if, hypothetically, there's a dungeon maze and the character can go left or right at the intersection, and left leads to a certain-death encounter while right leads to something else, there's no agency on the player's part in making a blind choice. The player might just as well roll a d6 and pick left or right based on the result, or simply follow an 'always go left' rule, etc. Obviously if there is some sort of evidence the player could obtain via action declarations as to the consequences of the choice, then some degree of agency comes into existence. </p><p></p><p>This is still a lesser form of agency than one in which the player was empowered to suggest a reason for visiting the dungeon and whatever room was explored contained some content related to that suggestion (that is the GM framed the scene in terms of expressed player interest and character need).</p><p></p><p>I would say it would be UNUSUAL for a character's need to be "get killed by an invincible opponent" but I guess its possible! I would say that if the GM provided the player with information, or at least a chance to get information, indicating that going left would lead to certain death then the player cannot REALLY complain too much if doing so leads to the advertised certain death. Obviously a blind choice leading to certain death is simply a GOTCHA! which I can't see any reason to invoke in any game unless the theme of the game is some sort of bathos (IE maybe this would work fine in Paranoia!, but that's a game where the theme is the utter lack of character agency, and even in that game player agency ala [MENTION=42582]pemerton[/MENTION] is perfectly feasible, though not anticipated much).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7346604, member: 82106"] In my, and I think [MENTION=99817]chaochou[/MENTION]'s and [MENTION=42582]pemerton[/MENTION]'s methods of play a choice made by a player where the consequences of the choice were hidden at the time it was made, so that no cost/benefit analysis or assessment of the choice's significance in terms of player agenda was possible does not exhibit player agency to any high degree. Thus if, hypothetically, there's a dungeon maze and the character can go left or right at the intersection, and left leads to a certain-death encounter while right leads to something else, there's no agency on the player's part in making a blind choice. The player might just as well roll a d6 and pick left or right based on the result, or simply follow an 'always go left' rule, etc. Obviously if there is some sort of evidence the player could obtain via action declarations as to the consequences of the choice, then some degree of agency comes into existence. This is still a lesser form of agency than one in which the player was empowered to suggest a reason for visiting the dungeon and whatever room was explored contained some content related to that suggestion (that is the GM framed the scene in terms of expressed player interest and character need). I would say it would be UNUSUAL for a character's need to be "get killed by an invincible opponent" but I guess its possible! I would say that if the GM provided the player with information, or at least a chance to get information, indicating that going left would lead to certain death then the player cannot REALLY complain too much if doing so leads to the advertised certain death. Obviously a blind choice leading to certain death is simply a GOTCHA! which I can't see any reason to invoke in any game unless the theme of the game is some sort of bathos (IE maybe this would work fine in Paranoia!, but that's a game where the theme is the utter lack of character agency, and even in that game player agency ala [MENTION=42582]pemerton[/MENTION] is perfectly feasible, though not anticipated much). [/QUOTE]
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