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Worlds of Design: The Tyranny and Freedom of Player Agency
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7790235" data-attributes="member: 6873517"><p>Yeah, you need to have enough things to do so it feels like there are tangible and important actions to take that aren't just repetitive, but not so many that the game bogs down in meaningless character sheet searching, which is one of the banes of higher level play. </p><p></p><p></p><p></p><p>Oh I agree, effective PC agency really is kind of a constant sum game. This gets to issues of game balance, since a character whose contributions per round are minimal or unimportant isn't going to be fun to play for most people. It impacts adventure design, too. It's one reason why I tend to think that characters should be at least able to contribute to some degree in any aspect of the game and am wary of one-trick ponies.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7790235, member: 6873517"] Yeah, you need to have enough things to do so it feels like there are tangible and important actions to take that aren't just repetitive, but not so many that the game bogs down in meaningless character sheet searching, which is one of the banes of higher level play. Oh I agree, effective PC agency really is kind of a constant sum game. This gets to issues of game balance, since a character whose contributions per round are minimal or unimportant isn't going to be fun to play for most people. It impacts adventure design, too. It's one reason why I tend to think that characters should be at least able to contribute to some degree in any aspect of the game and am wary of one-trick ponies. [/QUOTE]
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