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What would be some good metics to evaluate RPG rules/systems?
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<blockquote data-quote="GMMichael" data-source="post: 7623374" data-attributes="member: 6685730"><p>Oh. Then I guess my chart would have a footnote describing player agency as "GM-like control over plot and setting." At 100%, all players share this control, and there is basically no GM. At 0%, players just roll dice and Matt Mercer tells them what happens.</p><p></p><p></p><p>I like "guide," personally. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Which is why narrative control lies at both ends of the spectrum. You can give players all the rules you want to do whatever they want, but if the guide is the only narrator, the players have agency only to the extent that it's given by the narrator.</p><p></p><p>In Numenera, players roll all the dice, they use XP to change the GM's mind, and they use abilities to determine/adjust how difficult a task is. The book encourages the GM to let players describe their actions, and gives many examples of negotiation between player and GM of certain outcomes. I'd put its Player Agency rating at about 40%, as in, the GM still has most of the control, but the players have a lot of influence in what happens. I don't know how the rules go, but if you've seen Titansgrave (the web series), you'd know that a game can be played with more player agency than Numenera. The players in the series do a lot of GM-level narrating, so I'd put that at a good 50%, if not more.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7623374, member: 6685730"] Oh. Then I guess my chart would have a footnote describing player agency as "GM-like control over plot and setting." At 100%, all players share this control, and there is basically no GM. At 0%, players just roll dice and Matt Mercer tells them what happens. I like "guide," personally. :) Which is why narrative control lies at both ends of the spectrum. You can give players all the rules you want to do whatever they want, but if the guide is the only narrator, the players have agency only to the extent that it's given by the narrator. In Numenera, players roll all the dice, they use XP to change the GM's mind, and they use abilities to determine/adjust how difficult a task is. The book encourages the GM to let players describe their actions, and gives many examples of negotiation between player and GM of certain outcomes. I'd put its Player Agency rating at about 40%, as in, the GM still has most of the control, but the players have a lot of influence in what happens. I don't know how the rules go, but if you've seen Titansgrave (the web series), you'd know that a game can be played with more player agency than Numenera. The players in the series do a lot of GM-level narrating, so I'd put that at a good 50%, if not more. [/QUOTE]
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