Even more RPG stuff!
So, I've been taking a closer look at question #3. It's important because in order for mechanics to uphold the setting, it's necessary for the players to use that mechanic. To refresh the question and my answer, they are as follows:
What do players do? - Direction. The player becomes the guide for a single character, choosing their path to overcome conflicts, and choosing the Words that are spoken.
It's true! That's what the players are. They "play" the character. Good characters end up taking on a life of their own, and often play the players. This, however, may be considered to philosophical and I'm not going to get into it right now.
What I have been thinking about is the whole 'metagame' influence Players can have. They immediately know more than their characters. Out of character conversations can lead to the in-game characters acting on information they might not otherwise know. Sure, the GM can issue a social contract of sorts that stipulates all conversation at the table is required to stay in character. Then, statements made are considered spoken and have in game consequences. It's effective, it works. Fine.
What if, though, Players (not characters) were given two roles. Not only the guide for their character but also have a hand in the 'forces' that act upon them.
As I answered for Question 2 the 'first' time, I want the game to explore a world that is pulled by both Law and Chaos. This pushing and pulling actually leads to a kind of resonant balance that keeps Ar'hea from being consumed by either side.
What if, then, the Players are allowed to exert Order or Entropy on the course of the game? The players would become the 'agents' that I foolishly called the characters the first time around.
I do not know if this is a good idea. Nor do I know how I would implement it. It is something that I think could be keeping with my ideas of the world and could be interesting to explore.
Ah, ramblings. How I love thee.