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Worlds of Design: The Tyranny and Freedom of Player Agency
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<blockquote data-quote="Ovinomancer" data-source="post: 7795881" data-attributes="member: 16814"><p>For me, the answers are mostly no. When you play to find out, conflict is driven by the players. As such, and framing involving the city will be used to place something that characters care about in conflict on accordance with the current state of the fiction. To do this, I'm only going to establish some broad, genre-level details about this city. It's crowded, or dirty, or segregated, etc. And, I'll pick these as needed to support where the fiction and conflict currently are. The primary point of play is that something the character(s) value is at stake and the city provides the fictional backdrop to the framing of the conflict. You can't prep a story because then your prep is driving play rather than the character's conflicts.</p><p></p><p>A big part of making this work is getting player input into the world creation. If a player tells me about this city, then it's already hooked, and we can use that as part of the shared fiction to drive conflict.</p><p></p><p>Now, I do not play D&D like this, because that system doesn't have effective mechanics to enable such play*. You have to kludge about. When I play D&D, I have to do a bit more traditional prep, but my experience means I'm more comfortable with a mich looser prep and more "run with it" play. So more "vague outline" and "interesting hook" rather than adventure prep.</p><p></p><p>*primarily the combat engine, which requires balamcing that is hard to do on the fly, and stat blocks. Other games generalize much more and are much easier to create on the fly. PbtA games are great for this.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7795881, member: 16814"] For me, the answers are mostly no. When you play to find out, conflict is driven by the players. As such, and framing involving the city will be used to place something that characters care about in conflict on accordance with the current state of the fiction. To do this, I'm only going to establish some broad, genre-level details about this city. It's crowded, or dirty, or segregated, etc. And, I'll pick these as needed to support where the fiction and conflict currently are. The primary point of play is that something the character(s) value is at stake and the city provides the fictional backdrop to the framing of the conflict. You can't prep a story because then your prep is driving play rather than the character's conflicts. A big part of making this work is getting player input into the world creation. If a player tells me about this city, then it's already hooked, and we can use that as part of the shared fiction to drive conflict. Now, I do not play D&D like this, because that system doesn't have effective mechanics to enable such play*. You have to kludge about. When I play D&D, I have to do a bit more traditional prep, but my experience means I'm more comfortable with a mich looser prep and more "run with it" play. So more "vague outline" and "interesting hook" rather than adventure prep. *primarily the combat engine, which requires balamcing that is hard to do on the fly, and stat blocks. Other games generalize much more and are much easier to create on the fly. PbtA games are great for this. [/QUOTE]
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