As soon as the player says he is a rogue that pulls out the wand and attempts to use it, that event has to happen in the fiction BEFORE you can roll the D20. If it doesn't happen inside the fiction, no mechanics are used to see the result because nothing happened to initiate those mechanics.
<snip>
The process goes like this. Declaration by player initiates the action inside the fiction
This doesn't make any sense. You write as if there are two things that are causally related - first, the player says that s/he is a rogue pulling a wand out a backpack; second, in the fiction a rogue pulls a wand out of a backpack.
But
all there is is that the player makes the action declaration. That in and of itself establishes the fiction. We don't all sit around with our crystal balls waiting to find out if the player's action declaration will or won't successfully bring a fantasy world into being!
the skill and the wand do not exist in any usable form outside of the fiction. Outside of the fiction they are only mechanics that sit there like a lump. To get those mechanics moving and usable requires the in-fiction PC to do something.
There are two possibilities: the player plays the game; or an imaginary person makes the player play the game. I know which I think is the case!
Playing the game doesn't invovle using a wand. The wand isn't real; it's pretend. Playing the game does involve pretending that someone has a wand. That act of pretense is something that a real person does in the real world. The game rules are triggered by making various moves in the course of that pretense.
No one thinks that a school kid's stick is
really a gun; or that the explanation for why another kid drops to the ground when the first kid says "Bang! I shot you," is that a bullet was fired. It's playing a game - a social process.
The social processes in a RPG are different - eg the rules for declaring "I take the wand from my backpack" are not structured around physical location and possessions as in a schoolyard game of cops and robbers - but the basic idea is the same.
The players write their own script. They have full control over their PCs words and attempted actions. What they don't control, and which has nothing to do with player agency, is the stage setting(game world) and the results of their attempted actions(unless they have an mechanical ability that gives such control).
As I've said, this is at best extremely modest agency over the content of the shared fiction.
For instance, a game in which
every outcome of action declaration is decided by the GM based on what s/he thinks makes sense or would be fun would fit your description of player agency.
It also relates to what I posted upthread, which I took [MENTION=85870]innerdude[/MENTION] to be in broady sympathy with in a recent post: what you describes opens up the scope for a very big gap between playing the character I want to play, and what actually happens in the game.
What gives them agency is the ability to leave the paths and go or do what they want within the power of their PCs.
But they can't do any of these things. They can't find the map in the study if the GM doesn't allow it. They can't bribe a guard if the GM doesn't allow it. They can't meet a long-lost friend in the village if the GM doesn't allow it.
"The power of their PCs" is a red herring here. Because the power of a person depends primarily on the opportunities by which they are surrounded, and what you describe is an approach to play where that is all controlled by the GM.
novels don't have players directing where the story goes
But a choose-your-own adventure does. Nevertheless, the player doesn't have very much agency over the content of the shared fiction.
And if you think this is not a fair comparison, then tell me why not? If the players of a RPG cannot establish or influence what is actually written on the pages - if the opportunities that are open to them all depend on what the GM has written - then how is it different?
the fiction and reality kinda bounce back and forth in affecting each other. You're only looking at how reality affects the fiction.
That's because FICTION CAN'T AFFECT REALITY. Obi-Wan Kenobi didn't have any effect on Alec Guiness.
Pretending to be Obi-Wan Kenobi did have some effect on Alec Guiness - eg it led him to say "Only a master of evil, Darth" - but pretending to be Obi-Wan Kenobi is something that happened in the real world, and did not involve any imaginary person.
If the fiction during that first session* leads, say, to a meeting with the local mayor then the words and actions of the players at the table are extremely likely to be quite different than had the fiction led to, say, a battle against a band of orcs.
All this means is that pretending to talk to a mayor is different from pretending to fight some orcs. That's obvious. It doesn't prove that imaginary things make real things happen!
Social processes are required to get the ball rolling, to set up the initial foundation for the fiction (the players roll up characters, the DM builds a world and sets some sort of initial scene for the PCs to start in); but once the PCs start moving through the game world and doing things in the fiction then those actions and that fiction starts creating and-or modifying social processes at the table.
Were there no orc present in the fiction at that moment neither the action declaration nor subsequent roll would happen...
But all "orc present in the fiction" means here is that
everyone at the table agreed to imagine an episode involving an orc.
There is nothing here but social processes. Agreements to imagine this and not that. Agreements that, under certain conditions, dice will be rolled, charts looked up, and new imaginings take place.
Consider the example of school ground play: it is not
a soldier being present in the fiction that explains why the kid dropped. It's that
the kid's friend was pretending to be a soldier and pretending to shoot. Playing the game is a social process.