Uh - it would have existed as a live Orc, wouldn't it?
We are talking about
establishing a shared fiction. The change in a fiction from
live Orc to dead Orc is no bigger or small; no greater or lesser; than the change from
dunno to what's north of the swamp, but given the swamp's not the edge of the world there must be some landforrms there to
what's north of the swamp is some hills. It's just changing the shared fiction.
RPGing requires filling in details of the fiction, changing details of the fiction, adding to the fiction. That's what it is! (Typically. Sometimes it's a type of small unit wargame. But I haven't done that sort of RPGing for 30+ years, and I don't see it as very common among ENworlders.)
Another example: the PCs enter a town. A player asks
Are there any mules for sale? Until that moment the GM has not given this any thought (if you're the GM who always writes up the stables in towns, make it
duck eggs or
limestone or some other thing that doesn't appear on the key to your map). She can say
yes. She can say
no. She can make a roll. In some systems - eg Burning Wheel, Classic Traveller - she can call for a check.
I reckon that the mule example would barely raise an eyebrow at most D&D tables. And if you said, instead of the GM saying
yes or
no, we always call for a check unless it makes no sense at all, just like combat, I reckon some people might see that as a quirky option but I don't think it would cause any wild uprisings. It would just be an urban variant on foraging rules using Survival skill.
Am I right to remember Evard's tower is around here is no different. The only reason I can see for the uprising is because (i) it contains a proper name ("Evard") and (ii) people think towers are somehow a bigger deal than mules (or food gathered in the wilderness).
Those who value a more traditional exploration based approach, would not see it as such, because, to them, it is producing a less stable setting to explore and choices are not made against the backdrop of a world that feels objective and external (because they as players can assert things about the setting which would seem to undermine the weight of their choices).
I have no idea how it undermines the weight of my choice
to go to Evard's tower to first undertake the process of
recollecting the existence and location of Evard's tower. Rather, the second seems like a precondition of the first.
If you get to define both the conditions, and the reaction to those conditions; define both the question and the answer; then, yes, in a sense you have more freedom. But I wouldn't say that you necessarily have more agency. Agency, at least in the context of a game, is making meaningful choices, and I feel that it is the limits that make the choices meaningful.
You are basically characterising RPGing here as solving puzzles (or perhaps in some context, especially combat ones, as solving optimisation problems), and the
meaningfulness consisting in doing that well.
Here are the Beliefs and Instincts with which Aramina commenced play:
Beliefs
I'm not going to
finish my career with no spellbooks and an empty purse!
I don't need Thurgon's pity
If in doubt, burn it!
Instincts
Never catch the glance or gaze of a stranger
Always wear my cloak
Always Assess before casting a spell
Knowing the location of a wizard's tower, which might contain spellbooks, isn't
defining both the conditions and the reaction to those conditions. It doesn't both ask and answer a question to any greater extent than rolling to hit both asks and answer the question
is the Orc dead yet.
Knowing the location of a wizard's tower does allow meaningful choices to begin, though. Because we can now find out
what will happen to Aramina in her quest for spellbooks.
I took all that more as challenging the common assumptions.
@pemerton is being a bit provocative perhaps, but it’s because he has something to say.
There are games that don’t see a distinction between the types of actions you’re talking about. So if that’s the case, then it’s true that there doesn’t
need to be such distinctions, and their existense and or use is solely a matter of preference.
<snip>
Maximizing may not be the right choice. But a game that has the basic character control level of agency that you’re mentioning....I’m free to have my PC go where and do what I would like him to....and then also adds the ability fore as a player to shape the setting in some way....isn’t that adding to the amount of agency I have as a player?
The evidence that I am provocative is that some other posters seem provoked. I do my best to be mild-mannered in response to the provocative things they post!
There seems to be an assumption that the
Evard's tower action declaration "asks and answers" a question in a way that the
I attack the Orc action declaration does not. I don't see what that assumption is grounded in, though. Playing Aramina, I want to be in the vicinity of Evard's tower. So I declare an action. Playing Thurgon, I want to be in the vicinity of a dead (rather than live) Orc, so I declare an action. Both express a player's desire for the contents of the shared fiction.
To characterise the difference cannot be done in terms of process, or abstract description of "narrative persepctives" vs <something else?>. I've repeatedly explained how and why these are in-character action declarations.
The difference has to be characterised in terms of
content. It's OK for players to declare actions which have, as their outcome,
imagined changes to things that are already established as existing in the fiction, but nothing beyond that. With the exception of Gather Information checks, Survival checks to forage, and the like. But those don't involve proper names and unique locations. As far as I can tell
that is what causes so much outrage about the
Evard's tower example. Proper names and unique locations are - it is supposed - the GM's prerogative.
A coda, by the way: in a framework in which only the GM can establish unique locations and/or proper names, I'm not free to have my PC go where I would like him/her to. If I want him/her to go to a wizard's tower to look for spellbooks, I can't do that if the GM doesn't establish any within my PC's scope of access. Exercising this sort of control over elements of the shared fiction is a pretty common way, in my opinion and experience, of constraining player agency.
Of course, if the GM is prepared to take suggestions then player agency is restored. But now we're back with my
mules example above: the difference between taking suggestions, and putting it under a mechanical umbrella, is not nothing but (in my view) hardly warrants the difference between wild uprising and placid acceptance.