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What is *worldbuilding* for?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7377750" data-attributes="member: 6778044"><p>So I’m OK with your point about Story Now, that’s the intent and design of the game.</p><p></p><p>I disagree with your assessment regarding player agency in something like B2. The players have complete agency over the decisions and actions of their characters, in other words, the advocacy that Eero talks about. </p><p></p><p>In an RPG, the PCs can do anything that their character can reasonably do. That includes building a wall if that’s what you want to do. </p><p></p><p>Ultimately my point remains that even if the GM has control of the world it does not mean the players don’t have agency in the fiction. Just not that part of it. </p><p></p><p>To look at it from a different way, in the same B2 scenario, the GM has no agency over the decisions or actions of the PCs. Which is required for the fiction to occur. Otherwise he’s just reading a book without a plot. </p><p></p><p>So it is literally impossible for the GM to have all of the agency in that case. It is a shared fiction with a different division of responsibility, that’s all.</p><p></p><p>I don’t have an issue with the GM facilitating things. However, for the players and the GM to have agency, it’s not required either. </p><p></p><p>Not being able to say no is taking away the GM’s agency. So you’re saying there can be no empty rooms? No failure to find a secret door? What “no” is forbidden, and what does it have to do with agency. </p><p></p><p>If the PC goes to the market square to purchase a holy sword, and there is no holy sword, how is that impacting their agency?</p><p></p><p>If they are attempting to infiltrate the castle, and there is no secret door, how is that impacting their agency?</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7377750, member: 6778044"] So I’m OK with your point about Story Now, that’s the intent and design of the game. I disagree with your assessment regarding player agency in something like B2. The players have complete agency over the decisions and actions of their characters, in other words, the advocacy that Eero talks about. In an RPG, the PCs can do anything that their character can reasonably do. That includes building a wall if that’s what you want to do. Ultimately my point remains that even if the GM has control of the world it does not mean the players don’t have agency in the fiction. Just not that part of it. To look at it from a different way, in the same B2 scenario, the GM has no agency over the decisions or actions of the PCs. Which is required for the fiction to occur. Otherwise he’s just reading a book without a plot. So it is literally impossible for the GM to have all of the agency in that case. It is a shared fiction with a different division of responsibility, that’s all. I don’t have an issue with the GM facilitating things. However, for the players and the GM to have agency, it’s not required either. Not being able to say no is taking away the GM’s agency. So you’re saying there can be no empty rooms? No failure to find a secret door? What “no” is forbidden, and what does it have to do with agency. If the PC goes to the market square to purchase a holy sword, and there is no holy sword, how is that impacting their agency? If they are attempting to infiltrate the castle, and there is no secret door, how is that impacting their agency? [/QUOTE]
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