Player Agency in Tirenia
Giving players control over the story has always been a great interest of mine. Like many of us, I was raised on games like D&D which have a strict division of authority: one player creates the world, while the other players interact with it. However, over time I got to try different, more indie systems which distribute narrative control more widely. I played games like Doctor Who, which uses story points to give players limited control over what happens, and gives weaker characters far greater narrative agency than powerful ones for the sake of game play. There are games like Fiasco, which dispense of the narrator rule entirely, making all players equally responsible for what happens in the game. I decided that I wanted to try some of that in Tirenia. In the first Tirenian campaign, The Company of the Wolf, I tried taking a page from Doctor Who. The players were part of an elite mercenary company who were routinely hired to do the impossible. I let them use Inspiration, gaine...