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Worlds of Design: The Tyranny and Freedom of Player Agency
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<blockquote data-quote="Campbell" data-source="post: 7791953" data-attributes="member: 16586"><p>Not every player will be a good fit for every game. If a player is reluctant to make in game decisions I will try to work with them to feel empowered to make those hard choices. If they want I will also work with them in the other players to reflect this in the fiction. They could play the bodyguard to one of the other Player Characters for instance. </p><p></p><p>If they really do not want to make any decisions or be led through a narrative my games are generally not going to be a good fit because I have no interest in deciding what should happen ahead of time. I also do not shy away from consequences and will not engage in spotlight balancing of the sort where we guarantee certain outcomes. It just is not fun for me if I know how things will turn out.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7791953, member: 16586"] Not every player will be a good fit for every game. If a player is reluctant to make in game decisions I will try to work with them to feel empowered to make those hard choices. If they want I will also work with them in the other players to reflect this in the fiction. They could play the bodyguard to one of the other Player Characters for instance. If they really do not want to make any decisions or be led through a narrative my games are generally not going to be a good fit because I have no interest in deciding what should happen ahead of time. I also do not shy away from consequences and will not engage in spotlight balancing of the sort where we guarantee certain outcomes. It just is not fun for me if I know how things will turn out. [/QUOTE]
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