I feel like basic "my character gets all the lootz!" is a pretty low bar form of RP. Its OK, just like eating [fast] food is OK, but there are more sophisticated and rewarding forms of play, ultimately. I don't mean everyone needs to go there, but a lot of players are at least willing to explore that sort of thing, particularly if they have played for a while, or have a real creative urge to their play. An ideal game can provide something for each sort, without breaking down. D&D seems to not really cater much to the more sophisticated kinds of "hey lets make a story where our characters..." kind of play. I mentioned the "everyone is doomed" on-shot I ran once. That was high concept play. It is pointless to approach that type of game like murder hobos in the dungeon, it would just be meaningless. Dying was not a negative there, and plans failing was simply a part of the concept, nope, the lifeboat won't save you after all that work to get it fixed, ah well...
First, you are straw manning. Second, you were going well beyond agency in your post. And you were making a play style argument invoking the language of philosophical and moral enlightenment (players awakening to the dramatic potential). More agency doesn't equal higher level play is my point. In terms of what agency means, I think there is a huge gulf between two sides in defining that term on this thread. But virtually no one is defining agency as being on a railroaded plot by a GM. The problem is, you keep trying to make it about narrative control, rather than the freedom to control your character in the setting. And you keep framing it as if the preference you happen to hold is a higher form of agency and a higher form of play. Some people like adventure paths. Not my preference, but there are things people get to experience in an adventure path that are less likely to come up or harder to achieve in my preferred style of play. There is no best style. Every style has trade offs. And there are some styles that place great value on agency. Not all do. At the end of the day, it isn't even clear how any of this connects to the OP, because it has somehow become about two different play styles fighting over legitimacy through the concept of agency.
I completely agree there are trade-offs to every style. I experienced that first hand when I tried GM-ing
Dungeon World. The most immediate, obvious, and apparent trade-off: tactical combat wasn't a "thing." Like, at all. And trying to make combat more tactical ran completely against the purpose of the system in the first place.
Powered by the Apocalypse is TERRIBLE for "gamist" players who just want tactical challenges to overcome so they can feel the thrill of victory / bask in their power. If you approach a PbtA game with the idea that the goal is to go on a total power trip, you're going to go home not only disappointed, but probably completely disillusioned.
Whereas approaching D&D with same mindset is, while not necessarily preferred or expected, a wholly valid way to experience what the system offers. If you approach D&D as nothing more than an opportunity to ride a level treadmill, collect some "phat lewt" along the way, and occasionally slay the odd dragon or demon that had it coming to them . . . it's still totally viable.
I don't think it's a question of fighting over play style "legitimacy." Any and all play styles are "legitimate," insomuch as there are participants willing to experience them.
I think it's disingenuous, though, to say that the concept of player agency isn't connected to playstyle. In some ways, it's at the uttermost core center of the differences between play styles. Having experienced first-hand the differences between low-agency, medium-agency, and high-agency styles of play, I'm going to advocate for as much possible player agency as the GM is willing to give, every time, all day, every day. In my experience, higher-agency play leads to more fun at the gaming table, almost universally.
*Edit --- And as I mentioned earlier, much of the point of these discussions is to at least point out alternative, higher-agency methodologies/tactics/systems than the assumed "default" mode of play for D&D --- because it's one thing to not use those alternative methodologies because you have a very clear grasp of your preferences of play and why you use them, and you're actively choosing not to use the presented alternatives. (I very much respect
@Lanefan in this light; he had a very clearly-defined style of play that works for him).
It's another thing to never choose those alternative methodologies because you have no idea they exist and could potentially, with the right analysis and effort, dramatically improve your gameplay experiences.
If a player controls the actions of the main character of the story, it is rather weird to frame that as 'experiencing a narrative dictated by the GM.' If I am playing Luke and get to decide whether to join Vader on the Dark Side or not, that is pretty decent agency, even though I had not decided whether Vader was my dad or not.
I really don't think the sort of linear formulation of agency that you try to present is helpful. By that logic writing fiction about your character without input from anyone else would be the ultimate form of high-agency roleplay.
Sure --- but what if you weren't really interested in exploring the whole "light side" / "dark side" of the Force thing at all? What if you really wanted to explore what it was like to be a smuggler with Han Solo? You show up at blown up Alderaan, and are like, "Nope, screw this save the galaxy from the Empire crap, that's someone else's job. Don't care about that TIE fighter heading towards that small moon, let's get the crap out of here. It sounds way more fun to go off and be a spice runner and try to become a bad-a** crime lord." Oh sure, Ben Kenobi will kvetch about it for a bit and get on your case, but it's not like you're beholden to his every whim.
Oh except there's a problem . . . . the GM has already pre-built this whole "Saga of the Skywalkers" campaign setting, and he's pre-built all these NPCs. I mean, what's the GM supposed to do now with Mon Mothma and Admiral Ackbar, and Crix Madine, and Wedge Antilles?
Isn't it easier for everyone if we all just play along with Luke deciding to train to be a Jedi? Oh, and that whole plot twist about Vader being your dad, I mean, that's pretty critical to the whole GM plot-line, so we can't change that. I mean, how else is the GM going to get you to go along with things? And yes you really do have to be from Tattooine, there's too much backstory of your character that requires it. Because how else is the GM going to use his pre-prepped sandpeople encounter if Luke isn't from Tatooine? And escaping from the Death Star, I mean, that sounds like a cool encounter set piece, but not really what the player is interested in. So . . . . I guess since the GM's in charge, we do it anyway?