Thomas Shey
Legend
But about the Year Zero engine....I don't think that this rules system itself is about limiting agency. I've played other games that use it (Tales From the Loop being the big one) and it definitely had a more play to find out mentality.
Yeah. You can absolutely have dedicated engines that constrain agency in one way or another (the common one being "fear checks" and the like) but you don't have to have a dedicated engine to do that. It can be done entirely with the limits of the PCs, the traits of the opposition, the constraints of the starting situation, and how things are framed.
I don't think that in the case of Alien the restriction of agency is a product of the system so much as the setting, and the mode of play. We were playing in "Cinematic Mode" which is about having a one shot type game where there is a specific scenario, the PCs are expected to take part in it, and when that scenario ends, play is over. We used pre-generated characters with built in motivations that shifted a bit from Act to Act, with three Acts in total.
There's agency in that the players are free to decide how they go about addressing the scenario, and how much they play to the built in motivation (they're rewarded for using it, but not punished if they ignored it). So it's still a fun and engaging game.....I'd recommend you pick it up if you're at all a fan of the Alien films. And I expect that Campaign play would be much more open and allow for more agency on the part of the players.....but I haven't yet played a Campaign game, so that's just a guess based on what I've read.
Yeah, you don't have to completely rob characters of agency for a horror game--but almost all that are actually trying for a horror effect (rather than some other genre with horror trappings or limited elements) will sharply limit how much that agency actually means when the rubber meets the road. This is most visible with cosmic horror, but its present even with things as mundane as most slasher-movie opponents.