A Question Of Agency?

Yet IIRC you noted that my example of the GM giving motivations and plans for the orcs was the GM setting up a 'quest' or 'plot' which is a feature of a low player agency game, yet those things the GM does here are the same thing
But I didn't give an example of a GM giving motivations and plans for Rufus.

I gave an example of the GM narrating an encounter with Rufus, in which Rufus says certain things.

This is (in my view) a very big difference. As I see it, it is the difference between (1) the GM coming up with a story on his/her own, and gradually revealing it to the players - the paradigm RPG for this approach that I know of is CoC, but a lot of D&D also seems to be played this way - and (2) the GM presenting a fictional situation which is pregnant with possibility that the participants care about (because the GM has built on what those participants have signalled that they care about) and relying on the play of the game, including the action resolution mechanics, to determine what happens next.

The GM can introduce Rufus collecting wine for 'the Master' with none of the following questions being answered: who is the Master? is he related to Thurgon, or Aramina, or Evard (whose tower Thurgon and Aramina not long ago burned down), or Thurgon's fallen order (the Knights of the Iron Tower, specified in backstory as a component of PC build)? Why does the master want wine - for a dinner party? for a sacrament? because he's an alcoholic? because he wants to bribe some orcs from attacking Auxol?

Those things - and of course indefinitely many others - are all put in play by the encounter with Rufus that I described. I don't know the answer to any of them. Neither does the GM, and he doesn't need to in order to frame and adjudicate the encounter (which he did).

Where in the south has Thurgon's brother gone looking for glory? The Hold of the Sea Princes? The Amedio Jungle? The south of the Pomarj? Did his wife go with him? Again, none of this is, or needs to be, known in order for the play that occurred to occur.

What's one way that we might learn whether the younger brother's wife went with him? If I declare a Circles check for Thurgon to meet her. If I succeed, we know she's still in Auxol. If I fail, one narration of that failure could be She's not here, she's gone south with her husband. That would be player agency in action.

This is all illustrative of the technique described by Paul Czege that I quoted upthread:

I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this​

And both in itself as a technique, and in its relationship to player agency, it's quite different from the GM giving motivations and plans for the orcs.


I think that in another example you said that a player could use their circles to declare some people they know are present, maybe Rufus was 'summoned' this way too? And you said that the GM couldn't fully independently set the identity or the motivations of the 'master'. These are narrator stance things.
No. Action declaration: As we ride through the outskirts of Auxol, I keep my eye out for Rufus. It's five years since I've seen him - I wonder how he is doing? Resolution: make a Circles check.

The basic structure of declaration and resolution is no different from a Streetwise check in Classic Traveller c 1977, or Gather Information in 3E D&D.


You're super focused on 'action resolution' and mechanics. Those are ultimately a tiny part of a RPG. Outside resolutions of specific actions there is shitton of other stuff the GM (or someone) has to make up, (what is there, what they're doing, what are their motivations and million other things) which affect the direction the game massively. So how decides these things? Either the GM sets up these, which in effect is them setting up 'plot hooks' etc which according to you is lowering player agency, or the players decide these, which is the players assuming the narrator stance.
What can I say - I don't agree that there is that "shitton" of other stuff that the GM has to make up. If the players haven't declared an action for their PCs, or aren't looking for the GM to frame a situation that will spur them to do so, then what is the GM doing worrying about things?

Perhaps concrete examples would help me work out what you have in mind?
 

log in or register to remove this ad

Again: I see "complicated success" as "partial failure" so as I see it on one die you have a 5-in-6 chance of failure. That's not even baseball chances of success. And I've played enough boardgames that involve piles of d6s to know how many dice I need to ensure a 6 (usually about twenty, with my dice luck).


People use that comparison (to D&D combat) often, I think, and I don't think it's entirely accurate. The fact that the orc you attack (and any friends he has) gets a chance to retaliate if you don't do enough damage to kill him doesn't mean you didn't succeed at hitting him.
The way you're talking about the 4-5 result makes me think you might not quite grasp it. It is a success -- the player achieves the goal they were after. It's not a partial success, or a failure, it's a complete success. The issue is that it comes with a complication. Up above you listed, "Jumping, climbing, finding the secret door, as obviously binary success tasks. Let's look at how I would do these as 4-5 results in Blades.

Jumping:
The PC is running away from guards along the rooftops and tries to lose the guards by jumping an alleyway. The position is risky -- it's not a wide alleyway, so the complications will have teeth but not be disastrous. Player agrees and rolls a 4 -- success with complication. Here the action is to jump the alley, but the intent of the action is to escape the guards. So, the player does both -- jumps the alley, but the guards pull up short on the other side. I now need to add a complication. I can say, "You land on the other side, but feel something give in your left ankle when you land -- apparently someone was working up here and has left a bunch of nails scattered on the rooftop and you've slipped on one. Take Harm 1, bruised ankle." Or, I can say, "The guards pull up short as you leap the alleyway, but one has pulled a pistol, screaming, 'You're not going to get away again!' You recognize this guard from your last caper, when you tied him up and stuffed him in a closet. Apparently, he holds a grudge." In the first example, the PC takes some harm -- a pretty mild complication that lingers in Blades and requires resources to be spent to overcome during downtime. The second introduces a new threat -- you might get shot! -- and extends the drama of the scene. Both give full 100% success to the PC, as they've jumped and the guards aren't following.

Climbing:
This one came up as the first roll in my first Blades game. The plan was stealth, the entry detail a skylight, the result was Risky, so the scene opened with the PCs having opened the skylight into the upper rafters of a large warehouse. I described some guards on a nearby catwalk patrolling, so the PC declared they were waiting for the guards to move past on their patrol and slip down a rope into the shadows of the rafters away from the catwalk. The Leech got a 4, and so managed to hit the rafters silent as a mouse after a small bobble and steal into the shadows. That when the Leech noticed that the flap on her tools was open, and a quick frantic check revealed that her lockpicks had fallen out (loss of equipment consequence, check the box) and were spotted lying on the floor of the warehouse. They were unlikely to be seen, but also would be a challenge to recover. They opted to not pursue the picks, and I didn't snowball this because the damage was still done. But, the PC got a full success on the action taken and the intent -- the guards never knew she was there.

Secret doors.
This one is super duper easy. You find the secret door, but it's locked. You find the secret door, but there's a guard on the other side when you open it. You find the secret door, but it doesn't lead where you wanted it too. Huge range of "you 100% find the secret door" alongside complications.

These aren't failures -- you absolutely do the thing, and do the thing well. But, something new adds a wrinkle -- not related to you not getting what you wanted, but that something else is now causing a problem. You've now got a limp because you landed poorly leaping the alleyway. You lost an item even though you made a stealthy climb. You found the door, just as you wanted, but now discover there's a lock on it or a passphrase. You get what you were aiming for, always and unequivocally, there's just something unexpected there as well.
 

THe question isn't if they get to make stuff up... it's whether their decisions are informed (based upon available knowledge at decision time) and that decisions makes a difference in the game state and/or fiction state (in other words, the outcome is based upon their decision).
If you aren't providing adequate information, based upon the current game and story states, then there's no agency because the decision is based upon less data than the character should have.
If their decision has no impact, that is, you haven't an idea before their decision of what the outcomes will be before they decide, then agency is lost because their decision has no meaning.

Only YOU can answer the latter part. Your players have a valid view on the first - occasionally, you might want to ask if they feel they've known what their characters should before decision time - but again, you as GM have a better fix overall. So, ask yourself, "Are my players getting the information to make a reasonably informed decision, and do I have two or more outcomes in mind that make a difference in story and game states before they decide?"
This is a reasonable formulation for a GM driven game -- where the GM determines the available options for play. However, you can have NO outcomes in mind and still get this, if you're using a principled approach and honoring the outcomes of mechanics. When I run Blades, I don't have outcomes in mind at all -- you can't, the system will fight you if you try. Instead, I take what the PCs are trying to do (actions), engage the mechanics, and then follow the outcomes faithfully -- if the succeed, they succeed! If they fail, do bad things! If it's partial, they succeed AND you do bad things! The story generates organically, and in unexpected ways -- you are, after all, all playing to find out what happens, GM included.
 

The question "Who is in control here?" contains an implicit component of "now."
Why? Says who?

I'll repost the rules text, plus some of the commentary that follows it:

Discern Realities
When you closely study a situation or person, roll+Wis. ✴On a 10+, ask the GM 3 questions from the list below. ✴On a 7–9, ask 1. Either way, take +1 forward when acting on the answers.​
• What happened here recently?​
• What is about to happen?​
• What should I be on the lookout for?​
• What here is useful or valuable to me?​
• Who’s really in control here?​
• What here is not what it appears to be?​
. . .​
Discerning realities isn’t just about noticing a detail, it’s about figuring out the bigger picture. The GM always describes what the player characters experience honestly, so during a fight the GM will say that the kobold mage stays at the other end of the hall. Discerning realities could reveal the reason behind that: the kobold’s motions reveal that he’s actually pulling energy from the room behind him, he can’t come any closer.​
Just like spout lore [another player-side move], the answers you get are always honest ones. Even if the GM has to figure it out on the spot. Once they answer, it’s set in stone.​

The +1 forward when acting on the answer isn't arbitrary, either. It correlates to the fictional state of affairs that the PC has learned something about the situation.

This notion that success in action resolution stands isn't confined to DW of AW. Burning Wheel states it as "Let it Ride". One of the 4e designers/developers had a blog about the same thing on the WotC website some time around 10 years ago. The MHRP rules have a discussion about how long assets and resources that the players have generated for their PCs stick around.

No one thinks that fiction can't evolve. But if it is "set in stone" then, in order for the GM to legitimately change it, the players have to put it in issue. This can happen in different ways: the MHRP rules give the example of the Thing's player (I think that's right - anyway, a "strong guy") establishing a car as an asset, which is then used to hit the villain over the head. If the player keeps doing this, eventually the car is going to break up and the GM is entitled to declare that the asset has come to an end. Burning Wheel has a long discussion of principles and examples of when Let it Ride ceases to apply. I gave the example upthread of the players having their PCs push Pup around, and the GM flagging the signs of this as muttering and dirty looks from the followers. If the players keep pushing Pup around, well now they've put the allegiance of the followers to the test.

Of course these are all matters of judgement. As a GM you can generally tell you've been unfair if the players start muttering and giving you dirty looks! The point is that the GM is not just free to change the fiction in a way that negates the players' successes.

once the PCs succeed at something, that's part of the established fiction, and what happens next has to be consistent with that.
Consistency is not a very strong constraint, because nearly everything can be consistent with what's gone before if enough backstory is introduced to explain why. I mean, maybe the followers have sworn an oath to abandon Pup should (s)he ever yield to another! In which case it would be consistent for the players to work out who's in control, take control of that person, and then have the whole gang of followers turn on them straight away. But that would not honour their success in action resolution.

That's not to say that there can never be cases of followers who have sworn such oaths. Just that, if the GM wants to introduce them, doing so as a response to successfully Discerning Realities about who's really in control is not the right time.

I'll admit that's the cause for part of my distaste for those games, combined with the fact I interpret "success with complications" as "partial failure." The fact that putatively competent characters seem to fail so routinely ... bothers me.
To me this sits very oddly with the post I've replied to just above.

You lament the incidence of "partial failure" yet want to reserve the right for the GM to narrate matters so that notional successes turn out to be full or partial failures!

I also suspect that you are working with a much narrower notion of how failure is to be narrated than the authors of BitD, AW, Burning Wheel etc intend. I'll give an example or two below in this post.

This is where I run aground to some extent: the inferred disallowance of unforeseen consequences or knock-on effects irregardless of the success-failure state of any given action: the GM isn't allowed to weave a behind-the-scenes backstory into things such as to explain what happens within the PCs' awareness.

<snip>

But other times, there's going to be unseen effects no matter what you do; the only difference perhaps being what those unseen effects will consist of. These are the purview of the GM. Problem is, in a situation where there is no backstory or setting she can't factor these sort of unforeseen things in (or if she tries it risks being awkward or unwieldy) because she doesn't yet know what they might be. It also works against any kind of mystery-solving game.

"I talk to the Baroness to see if she knows anything about the missing jewels". In a simple situation, either she knows something or she doesn't, regardless of whether this is pre-known through prep or determined on the spot by action resolution. But the advantage of a pre-prepped setting is that if the GM has in her background notes that the Baroness is a spy for a local Thieves' guild, an unforeseen consequence of the PCs speaking to her here (and successfully determining that she legitimately has no knowledge of the missing jewels) is that if she didn't know about the missing jewels before she does now, and can report that to her guild

<snip>

even outright successes ought to be able to lead to headaches later. For example, a party of thief-y PCs plans a theft and executes it flawlessly - successes all round, not a failure to be seen. Does this mean there may never be consequences later, particularly in a game world with any kind of reliable divination magics? I sure hope not...
If the PCs speak to the Baroness or flawlessly execute the theft and then the campaign comes to its end, the issue of subsequent consequences is moot. What happened to De Niro's character after the events of the film Ronin? Any fan is free to make up answers in his/her imagination; but the canonical answer must be there is no answer. That story hasn't been written or told yet.

Conversely, if the campaign keeps going then there will be subsequent action declarations. And some of these will fail, or will succeed with complications mandated. And the GM is then able to introduce "unforeseen consequences" or "knock-on effects". There are also moments when there is no obvious answer, at the table, to what happens next, and so everyone will look at the GM (who, in a conventional TTRPG, has a special responsibility in this regard) and the GM can then signal a possible unforeseen consequence or knock-on effect.

Consider a downstream Discern Realities - what here is not what it appears to be? The player succeeds. The GM narrates, The servant cowering in the corner steps forward. She flashes a small medallion hidden in the cloth wrapped about her waist - you recognise it as the mark of the <insert sinister guild or organisation here>. "Do not think you can prevail here," she says. "For you are marked by my masters."

In any RPG, if there is play taking place then the GM should have ample opportunity to do this sort of thing without having to manipulate fiction behind the scenes so as to thwart or undercut players' successes.

My group played a BitD variant last night. One of the players declared his PC was going to take out a guard. He rolled a 4. He took the guard out with one action, but in doing so, his weapon jammed. I would think that someone who looked at that as a failure is either aggressively pessimistic, or maybe your reading of what Success with Complication means is giving you a very narrow idea of what it may actually be.

<snip>

The result of 4-5 is what drives the game forward. It propels the fiction and creates a sense of rising action and pacing to the events. It’s what keeps the game from devolving into everyone taking turns punching each other until everyone on one side is down.
I agree. I also think "partial failure" or "success with complications" can go further than this. (I suspect you agree.)

For instance, the guard goes down with one punch, and his mask falls off. It's your brother-in-law! Or, the guard goes down with one punch, dropping his truncheon. It clatters down the stairs - all twenty of them - and the sound echoes through the alleyway. Anyone within a block or two has probably heard it!

And of course, in any particular context, there's stuff of more ambitious scope that might suggest itself.
 

To be fair to @Manbearcat I didn't take it in those terms. I took it more as ... not as the designers intended/expected, I guess. I'm not inclined to dispute such a description.

Oh, I'm absolutely sure that's true, and it clearly works for a lot of people or PbtA wouldn't be as popular as it is. But for people who it doesn't work, it really doesn't work. Its the sort of thing that's a dealbreaker.
 

the way that Blades (and many PbtA games) function relies on there being consequences. This is what I mean by “drives the fiction”.
I find it quote odd that posters who are asserting the freedom of the GM to impose consequences by deciding how the world reacts (eg @prabe, @Lanefan) are also expressing hostility to a system that mechanically dictates when consequences are to be imposed and (roughly, at least) what those parameters are.

To me it suggests that the true hostility is not to consequences, but to the removal of GM freedom to impose them willy-nilly and independent of the action resolution process.
 

The way you're talking about the 4-5 result makes me think you might not quite grasp it. It is a success -- the player achieves the goal they were after. It's not a partial success, or a failure, it's a complete success. The issue is that it comes with a complication.
It's not that I don't understand the way the game says it works (I haven't played it, so that's what I'm working from). It's that the way I see things, it seems as though on a 4-5 you get some of what you want--presumably what you want is not to limp after jumping over a gap, for instance--and something else goes wrong because you tried to do something. That 4-5 range looks more like a partial failure to me than a partial success, to me. I have a really hard time imaging why a character would try to do anything, given those kinds of odds.

These aren't failures -- you absolutely do the thing, and do the thing well. But, something new adds a wrinkle -- not related to you not getting what you wanted, but that something else is now causing a problem. You've now got a limp because you landed poorly leaping the alleyway. You lost an item even though you made a stealthy climb. You found the door, just as you wanted, but now discover there's a lock on it or a passphrase. You get what you were aiming for, always and unequivocally, there's just something unexpected there as well.
Nope. If you didn't want what you get as a result of the check, it's not "you absolutely do the thing, and do the thing well." At least not in my brain. It's without question a large part of why the game failed to appeal to me when I read the SRD.
 

Some things are pretty clearly binary: Jumping, climbing, finding the secret door.
No they're not. @Ovinomancer has given examples tailored to BitD. I'll give some examples that are generic:

You jump across the chasm, but your hat falls off and is now 100' below in the chill water of the underground river.

Once you reach the top of the cliff, you realise that you've lost your dagger. It must have snagged and pulled loose on an outcropping at some point during the climb.

You find and open the secret door. Right behind it is Darth Vader, about to step through. Good luck!
 


Why? Says who?
Um. The word "is." It's present tense, innit?
Consistency is not a very strong constraint, because nearly everything can be consistent with what's gone before if enough backstory is introduced to explain why. I mean, maybe the followers have sworn an oath to abandon Pup should (s)he ever yield to another! In which case it would be consistent for the players to work out who's in control, take control of that person, and then have the whole gang of followers turn on them straight away. But that would not honour their success in action resolution.
I agree that wouldn't be good GMing. In DW, as I understand it, it would have to come up as the result of some check that was not an uncomlicated success; in something like D&D it would be best if it was in the adventure notes--whether the GM had made up the adventure or bought it.
You lament the incidence of "partial failure" yet want to reserve the right for the GM to narrate matters so that notional successes turn out to be full or partial failures!
No. I want the world to respond to the PCs' successes. I want Duke Fornyard to resent them for succeeding in swaying the king; I want the merchant thief Iltan to mark them as potential marks after a profitable dungeon raid; I want Winter's Fang to notice that Auriqua is no longer under the Tundra Queen's protection and take interest. To take examples that at least would fit into the campaigns I'm running.
I also suspect that you are working with a much narrower notion of how failure is to be narrated than the authors of BitD, AW, Burning Wheel etc intend. I'll give an example or two below in this post.
I have to agree that there's probably some difference in how we mean "action resolution," "success," and "failure" that is being a bulwark to communication.
Consider a downstream Discern Realities - what here is not what it appears to be? The player succeeds. The GM narrates, The servant cowering in the corner steps forward. She flashes a small medallion hidden in the cloth wrapped about her waist - you recognise it as the mark of the <insert sinister guild or organisation here>. "Do not think you can prevail here," she says. "For you are marked by my masters."

In any RPG, if there is play taking place then the GM should have ample opportunity to do this sort of thing without having to manipulate fiction behind the scenes so as to thwart or undercut players' successes.
Other than having an NPC do something as a result of what sounds like a Perception-type check (and I'll trust you on that being a legitimate way for that to shake out in that game) this isn't wildly different from how I GM.
 

Remove ads

Top