The Forge was started in 1999. I found at least one reference to agency being used in a book called Hamlet on the Holodeck, which was published in 1997, so the The Forge didn't originate it. Another person mentioned that agency is a philosophical term that got borrowed for use by RPG players. I googled that and got.
"This article is about the philosophical concept. For other uses of the term, see Agency (disambiguation). In sociology and philosophy, agency is the capacity of an entity (a person or other entity, human or any living being in general, or soul-consciousness in religion) to act in any given environment. ~ Agency (philosophy) - Basic Knowledge 101"
That completely fits the definition that I've been using and would predate even RPGs.
Yes. I'm an academic philospher. I don't need Google to tell me what philosophers mean by agency.
This is all irrelevant to my point that
I am using the same word as you. I am not "redefining" anything. Just like the argument between (say) Kantians and Humeans about what
agency consists in is not an argument about definitions. It's an argument about
actual real stuff.
In the context of this thread, to repeat, I assert that if a player's declared action cannot succeed, because of an unrevealed decision by the GM about the setting/backstory, then the player does not have control over his/her PC's actions. The GM has, on that occasion of play, exercised control. You thing I'm wrong. Fine. But I'm not wrong about the meaning of any words.
I think the non-semantic subject matter of this discusssion comes through clearly in the following post . . .
The player does not have control over the results of his/her PC's actions.
This is true both in story-now and traditional.
<snip>
has no control over what may result from attempting said declared actions
Yes, in a sense. If the check succeeds, then the player's goal is realised - so the player has a chance of having control. But the player - as a general rule - cannot guarantee the success of a check. (Some systems have exceptions to this. In 4e many rituals don't require checks, just like most spell casting in other D&D editions; but they are rationed in various ways.)
The player always has control over what actions her PC attempts (and, thus, she declares at the table) - she can declare anything at any time even including searching for a laser gun in the Duke's toilet
I think we have a different view of that. I regard looking for beam weaponry in the Duke's toilet as an invalid action declation. It's in the same category as "I flap my arms and take off". (Which is
not in the same category as "Being deluded, I flap my arms believing I might take off.")
The significance of the distinction, for me, is that the invalidity of the hunt for beam weapons in the duke's toilet is established via a metagame discussion. It doesn't get to the stage of actually activiating the action resolution procedure.
The only difference between us lies in how the in-doubt results are determined. You want the results to be always determined on the fly by die roll, where I don't care if they're pre-determined by a game world state as yet unknown to me or by die roll at the time as in theory I - looking through the eyes of my PC - shouldn't be able to tell the difference anyway.
For me, the issue isn't whether or not my PC can (per impossible) tell how his/her story came to be established, but rather how, at the table, playing the game, some state of fictional affairs comes to be established.