All of this talk of quantum ogres has gotten me thinking about minecraft. Either that or the 1.8 adventure update that consumes my free time like fire to tinder. My game design extends beyond RPG's to pretty much any game if I play it long enough, once I start finding what I consider flaws I feel an incessant need to fix them. Why not play a game that does what you want? Pssh, that's a lazy way out.
But no one cares, people still hunt for the stronghold even if it is just picking a direction and walking in a line. Why? because exploring the stronghold will be fun to explore, because you know it is out there somewhere. It may be destiny that you will run into it somewhere, but you don't care. Part of this is because you know the rules ahead of time. You know there will be a stronghold, stumbling across it is just part of the game.
Such is part and parcel of the quantum ogre. Illusionary player agency is only a problem if players don't know that is the way the game is played. If people all know and are cool with it, then go for it. In my case, planning story lines seems like work. I like to force the players to be the story tellers, I am just the referee.
The Necronomicon, Family Skiner Edition.
14 hours ago