grendel111111
First Post
The choice mattering is not synonymous with player agency, though, which was the notion I was engaging with.
Simple example: suppose the GM has decided that, in land X of the campaign world, holding out one's hand out to another upon meeting them is a grave insult. And suppose that the players (i) do not know, and (ii) inadvertently teleport the PCs to land X (say via teleport mishap, or a Well of Many Worlds, or whatever). The GM tells the players that the PCs appear not far from some NPCs. One of the players then says of his PC, "I walk up to the NPCs, arm extended as if to shake their hands in greeting".
Now the player's choice here matters to the outcome - the GM describes the NPCs as grossly offended and commencing to attack the ill-mannered outlanders - but it was not any sort of exercise of agency by the player (was it?). The relationship between the action declaration and the outcome is mere dumb luck. Like the players choosing to have the PCs go east (and therefore encounter trolls and hydras in the swamp) rather than north (where they will meet the necromancer). If the players don't know these geographical facts, then it's just dumb luck.
In a Gygaxian dungeon, there are a range of resources available to the players to eliminate dumb luck in this sense - divination magic in particular. But once you get to campaign worlds on the scale of some of those you mention (eg FR), then divination magic ceases to be very relevant. It's just luck.
Also: why do you say that in my game direction doesn't matter? If the players (in character) want to find the pyramid the orcs were heading towards, they have to head further east into the Bright Desert. If they want to recuperate in the ruined tower (which they did) then they have to head north to the foothills of the Abor-Alz.
But these choices were not made blind. The players chose to prioritise recupration over exploration, and therefore headed north.
In contrast: when the PCs were drifting through the ocean, hoping to be rescued, we didn't worry about which direction they were drifting in, as there was nothing that turned on them trying to drift one way rather than another.
I used if and it wasn't specifically your game. But in many games where you just "jump" to the next "scene" in the "narrative", direction is largely unimportant. Games such as Leverage you just jump to the targets building, where it is, beyond "somewhere in the city", isn't really important. It is playing the game in a different scale. You jump to the next interesting point.
For me I see the kind of game I like as having lots of "dumb luck" as you put it. As a player if I accept the dumb luck then it is my own stupid fault. Player agency is the players making their own agency (this means the DM has to not shut them down when they make their own agency). They make choices of how much they are going to find out about the surrounding area, what research they do, who they talk to or hire as a guide.
When people talk about player agency it so often sounds like if the DM doesn't give the players all the facts up front then the players are suddenly robbed of all agency, as if they are not capable of using their skills to gather information and make informed decisions. And there are times when it comes down to just blind luck and I am OK with that, too. If I am going to school and I can decide to go with my car on the motorway or take my motorbike on the back roads. It takes about the same amount of time. There is no agency for me because I don't know what might happen on either route. If I go on the motor way and there is a pile up of cars so I am late for school, that is dumb luck. If, before I leave for school, I check the weather conditions and listen to the traffic report then I have given myself agency, I can choose which way is best because I have more information.
Now if I just go and there is a delay I can get angry at (God/ fate/ the GM) because he didn't give me my agency. but it's my responsibility to make my own agency as well.