Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7374122" data-attributes="member: 42582"><p>This is bizarrely backwards.</p><p></p><p>There is no <em>clue</em>. There is a chance for the player to commit - or not, if s/he is feeling weak or cautious. For instance, given that the PC has an Affiliation with a sorcerous cabal, it would be easily open to the player to reach out to a contact and learn what sort of reputation - if any - this peddler has.</p><p></p><p>It's a weird conception of agency where (i) we know that what the player is interested in includes items that have the possibility of being useful in confronting a balrog, and (ii) it's judged a burden on agency to present the player with situations that speak to this desire, while (iii) it's considered an <em>increase</em> in agency to make the player jump through essentially GM-driven and mediated hoops (is there a sage? is there a shop? who knows where angel feathers might be sold?) before we actually get to the core moment of play.</p><p></p><p>Again, this is all weirdly backwards. You're saying that the GM increases agency by saying <em>choose from these things I'm offering</em> rather than <em>here, engage with this thing that you've shown you care about</em>.</p><p></p><p>The other bit that's biazarre is that you increase choice by saying "You're in the town" raher than "You're at the bazaar" - as if your playuer has <em>all the town choices</em> pluys, once the PC gets to the bazaar, <em>all the bazaar choices</em>. Buit by the time (say, half-an-hour of play) your PC gets to the bazaar (or the sage, or whatever), guess what! - my table has been playing to, and the player at my table has made choices (what to do about the curse, who to ask for work, what to do about spotting the vendor of the cursed feather lurking in Jabal's tower).</p><p></p><p>Tight scene-framing doesn't reduce choice. It just means that the choices more often egnage dramatic need rather than are simply requests for the GM to download setting information.</p><p></p><p>Integrating the goals of multiple players is an important matter in player-driven RPGing. Both [MENTION=82106]AbdulAlhazred[/MENTION] and I have posted about it at some length, over multiple posts, upthread.</p><p></p><p>But (1) you don't address this matter by giving all agency to the GM. And (2) <em>the gameworld at large</em> is not a participant who can be slighted or harmed by player :"selfishness". It's just a metaphor for GM authorship!</p><p></p><p>As choice situations in a RPG, the fictional setup in the second is no more limiting than the first. Given that the bazaar is in a town, the player whose PC is framed into the bazaar has all the same action declaration options vis-a-vis the fiction as does the player whose PC is framed into the town - but in addition, the framing speaks directly to his/her PC's dramatic need.</p><p></p><p>But - to go back to the "choose your own adventure" motif - <em>agency over the content of the shared fiction</em> is not established simply by the fact that <em>in the fiction, the PC has choices</em>. If the content of all those choices is established by the GM, and if the significant outcomes of them are primarily a function of GM authorship of unrevealed backstory (as in your example of the mage who charms the spy and therefore but unknown to the player allows the attempt to be made on the life of the duke), then the player is not contributing very much to the content of the shared fiction.</p><p></p><p>It's not an issue of <em>permission</em>. It's an issue of <em>what's the point</em>. If the plaeyr wants to play a Raven Queen devotee, and the table is in the middle of an exciting sequence dealing with the plots of some Orcus cultists, <em>what does it add to play</em> to tell the players that their PCs come to an intersection?</p><p></p><p>That doesn't increase choice, for the reason already described - if I'm not wasting my time on that, I'll instead be framing a situation which invites relevant choices (eg the Orcus cultists are trying to bring the PC's friend back to life as a zombie).</p><p></p><p>The only answer I can see is because - for whatever aesthetic reason - one prefers RPGing to consist in the GM telling the players stuff that is independent of player exercise of agency in respect of the content of the shared fiction.</p><p></p><p>And there could hardly be a clearer example of my point. This is the player being told a story by the GM, about a city that the GM has made up, or is making up. All the player is doing is triggering the GM to tell him/her stuff!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7374122, member: 42582"] This is bizarrely backwards. There is no [i]clue[/i]. There is a chance for the player to commit - or not, if s/he is feeling weak or cautious. For instance, given that the PC has an Affiliation with a sorcerous cabal, it would be easily open to the player to reach out to a contact and learn what sort of reputation - if any - this peddler has. It's a weird conception of agency where (i) we know that what the player is interested in includes items that have the possibility of being useful in confronting a balrog, and (ii) it's judged a burden on agency to present the player with situations that speak to this desire, while (iii) it's considered an [i]increase[/i] in agency to make the player jump through essentially GM-driven and mediated hoops (is there a sage? is there a shop? who knows where angel feathers might be sold?) before we actually get to the core moment of play. Again, this is all weirdly backwards. You're saying that the GM increases agency by saying [i]choose from these things I'm offering[/i] rather than [i]here, engage with this thing that you've shown you care about[/i]. The other bit that's biazarre is that you increase choice by saying "You're in the town" raher than "You're at the bazaar" - as if your playuer has [i]all the town choices[/i] pluys, once the PC gets to the bazaar, [i]all the bazaar choices[/i]. Buit by the time (say, half-an-hour of play) your PC gets to the bazaar (or the sage, or whatever), guess what! - my table has been playing to, and the player at my table has made choices (what to do about the curse, who to ask for work, what to do about spotting the vendor of the cursed feather lurking in Jabal's tower). Tight scene-framing doesn't reduce choice. It just means that the choices more often egnage dramatic need rather than are simply requests for the GM to download setting information. Integrating the goals of multiple players is an important matter in player-driven RPGing. Both [MENTION=82106]AbdulAlhazred[/MENTION] and I have posted about it at some length, over multiple posts, upthread. But (1) you don't address this matter by giving all agency to the GM. And (2) [i]the gameworld at large[/i] is not a participant who can be slighted or harmed by player :"selfishness". It's just a metaphor for GM authorship! As choice situations in a RPG, the fictional setup in the second is no more limiting than the first. Given that the bazaar is in a town, the player whose PC is framed into the bazaar has all the same action declaration options vis-a-vis the fiction as does the player whose PC is framed into the town - but in addition, the framing speaks directly to his/her PC's dramatic need. But - to go back to the "choose your own adventure" motif - [i]agency over the content of the shared fiction[/i] is not established simply by the fact that [i]in the fiction, the PC has choices[/i]. If the content of all those choices is established by the GM, and if the significant outcomes of them are primarily a function of GM authorship of unrevealed backstory (as in your example of the mage who charms the spy and therefore but unknown to the player allows the attempt to be made on the life of the duke), then the player is not contributing very much to the content of the shared fiction. It's not an issue of [i]permission[/i]. It's an issue of [i]what's the point[/i]. If the plaeyr wants to play a Raven Queen devotee, and the table is in the middle of an exciting sequence dealing with the plots of some Orcus cultists, [i]what does it add to play[/i] to tell the players that their PCs come to an intersection? That doesn't increase choice, for the reason already described - if I'm not wasting my time on that, I'll instead be framing a situation which invites relevant choices (eg the Orcus cultists are trying to bring the PC's friend back to life as a zombie). The only answer I can see is because - for whatever aesthetic reason - one prefers RPGing to consist in the GM telling the players stuff that is independent of player exercise of agency in respect of the content of the shared fiction. And there could hardly be a clearer example of my point. This is the player being told a story by the GM, about a city that the GM has made up, or is making up. All the player is doing is triggering the GM to tell him/her stuff! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top