So what happens if the player doesn't have an agenda
<snip>
what happens if she wants to react to what the DM gives her to work with rather than having the DM react to what she gives them?
Well, that's a player who isn't going to be exercising much agency over the content of the shared fiction! In effect, she's outsourcing that to the GM. Your post says as much.
pemerton said:
I've already posted at length, upthread, about features of non-dungeon sandboxing that (I believe) can tend to reduce player agency. The main one is the lack of clear parameters around what might be "hidden", unrevealed backstory - whereas the austere dungeon environment, together with established conventions/tropes (like pit traps, rotating rooms, etc), set such parameters in dungeoneering play.
As I've mentioned several times in the thread, I am currently running a Classic Traveller game. Some parts of that game have a clear resolution structure (interstellar travel, dealing with bureaucrats) that I think support player agency. The only mechanic I've encountered so far that was really unsatisfactory was the system for travelling in the on-world "wilderness" - it has no finality of resolution and really depended rather heavily on the sort of GM manipulation that I dislike.
I think non-dungeon sandboxing can tend to have quite a bit of that. Or, if the only resolution system that yields finality is combat, then combat can become very frequent! Which again makes sense in a dungeon but can hurt the feel of a bigger sandbox. (My Traveller game has been happily combat-light - happily in the sense that it is not a verisimilitude-threatening bloodbath given the broadly civilian contexts the PCs have been operating in.)
So vastly increasing the players choices further limits agency. I disagree with that. In a sandbox game I can choose to become king and work towards my goal. In a sandbox game I can choose to rule the world, or rob the houses of the wealthy, leaving a 6 sided die behind as my calling card, or go from town to town looking for opportunities to save them from evil, or a huge number of other choices that aren't available in dungeon crawls. And I can also choose to dungeon crawl. Dungeon crawl games = highly limited choices in how the players can drive the game. Sandbox = vastly greater number of choices in how the players can drive the game.
Without finality of resolution, what does it mean
to work towards the goal of becoming king (just to pick up one of your examples)? And if there are backstory elements that are known to the GM, but unrevealed, but also apt to be used in the context of action resolution as "hidden" elements of fictional positioning, then where is the player agency located?
The notion of "player choice of goal" doesn't do any work, as far as agency is concerned, until you tell me something about how this choice actually matters to the content of the shared fiction. It is very easy for a non-dungeon sandboxing game to become the making of moves to trigger the GM to say stuff. Changing the way backstory is established and managed makes a big difference in this respect.
Except the game play begins with the player telling me what he wants to do, not me confronting him with a situation that requires him to learn stuff. He tells me what he wants done, and then I respond. Dice get rolled and success or failure takes over.
Perhaps I've misunderstood.
The player tells you (speaking as his/her character) "I want to find an item that will help free my brother from possession by a balrog!" And you respond by . . . ? I
thought you respond by asking "OK, how do you go about that?" and then the player says (eg) "I look for a sage" or "I look for a marketplace" or whatever it might be.
pemerton said:
I get that you don't care about the same things I do. Hence you don't notice, or care about, the differences that matter to me. Pointing out this thing about you isn't going to change anything about me, though!
That works both ways, which is probably why you get our playstyle wrong so frequently.
What difference that is important to you are you saying that I'm disregarding?
it <ie conflict of PC agendas> can happen so easily particularly if players are independently coming up with their own intended story-lines. Could be something as simple as, in say a court-intrigue game, one player-as-PC setting her goal as marriage to the Duke and another setting her goal as the overthrow and death of this same Duke.
This is a set-up that is begging for player-driven play!
The story now might be something as simple as dealing with a tribe of raiding orcs; but in the course of doing so we've learned the local Baron is corrupt.
As you describe it, that's not a story. There's no rising action. There's no climax. There's no resolution.
Story now means
story - in the sense of conflict > rising action > climax > resolution - as an ever-present element of play. But without pre-authorship of said story.
Roughly speaking, the players provide the characters with dramatic needs; the GM provides the framing which yields conflict; the playing through of the action resolution process yields rising action and climax, at various "levels"; and the outcome of action resolution yields resolution, again at various "levels".
To go back to the feather example: the PC wants a magic item, and is at a bazaar where an angel feather is for sale. But the PC is broke, and maybe the feather is a dud or a fake. That's the conflict. The PC tests the aura of the the feather -there's rising action. It's cursed! There's the climax. There's also a bit in there where the PC buys the feather - I can't remember how the purchase and the aura-reading interacted, but the upshot - the resolution - is that the PC now has a cursed feather, that might bring trouble upon him.
But the whole dealing with the feather is also itself a moment of rising action in the larger story arc of the balrog-possessed brother, which doesn't reach it's climax in that initial scene.
Here is how
Eero Tuovinen describes it:
The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook.
Instead of curtailing player agency to create story (which is what Dragolance, White Wolf, 2nd ed AD&D, fudging advice in other rulebooks, and indeed more RPGing text than I can count, recommend), this method of play
relies on player agency to create story.
In your example, of the player waiting to be told by the GM where the action is - eg the local Baron is corrupt - story is not going to be reliably produced. What if the players aren't interested in the Baron? Or even suppose that they are - what is the conflict that drives the story, or even kicks it off?
The 3E module The Speaker in Dreams illustrates the issue: big chunks of the module are devoted essentially to plot download by the GM (often but not always accompanying combat encounters that, from the point of view of the players-as-PCs, are largely unmotivated ), and then the whole thing depends on the players adopting the outlook that will make the story work (eg opposing the mind flayer rather than seeking to work with it).
pemerton said:
And a consequence of "now" as opposed to "later" is that the content and framing have to be generated in some fashion other than just having the GM gradually reveal it all as appropriate moves are performed in the course of play. This is where one aspect of player agency comes in.
And where another aspect of player agency - that of choosing what to do - is denied as a trade-off.
No. There's no trade-off. The player is free to choose what to do at any moment of play.
There is no difference in this respect between my style and yours. (And I see that [MENTION=82106]AbdulAlhazred[/MENTION] has made this same point.)