A Question Of Agency?

To drop the video game analogy, what about mechanics like Hero Points or Fate Points or the like? These are player based resources more so than character resources, and they’re often used to sway the fiction of the game. They’re also a limited resource.

I play games like Savage Worlds which have Bennies. I think the light nature of savage worlds makes these not be such a big deal to me. But overall, I am not super into hero points and fate points. However, I am not even sure it is about in or out of character stuff, I just don't like players spending points to avoid death and things like that. I would much rather the system be built so the death level functions appropriately to the setting or genre without the use of such points. But some people like these things. I don't have a particularly strong view on them as they aren't something I would ever actively complain about at the table.

In terms of agency. I don't know. I don't think they add or take away from it really. They also have a variety of uses so maybe you gave me an example of what you had in mind, I might be able to weigh in better.
 

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I can see the relation here, as I posted in reply to Thomas above.

I think that Blades in the Dark is not really a horror game. Yes, it has horror elements for sure, and you can ramp that up or down to have moments of horror in the game. But I don't think it as a game is actively trying to depict a horror story.
I dunno, have you re-read the setting lately, or the GM principle to portray the haunted nature of the city? ;) Sure, Blades can easily focus on the heist and the action can drown out the horror, but I think trying a cult crew might really explore the horror of the setting. I certainly think Blades is far more into the horror envelope than, say, Ravenloft.
The inevitability of the end, the fact that our efforts ultimately don't matter....that's what horror is about. The guy in the hockey mask is going to get you, the universe is filled with mysteries that don't care about you and will either consume you or drive you mad if you even glimpse them.

I can see the correlation to removal of agency in that regard, for sure.
And here I'll reiterate my comments to @Thomas Shey -- I think this is only true for the subset of horror that involves forgone conclusions. I think that agency can be impacted by horror -- really any theme can impact agency -- but I don't think it's required. I can easily see a horror game played in a play to find out what happens way without a foreclosed outcome.
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.

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, from what I've seen the Cinematic version does put a number of constraints on the scenario, but I'd have to own the book to evaluate the impacts to agency. Having a specific scenario, to me, doesn't impact agency -- it's like framing, where the shape of the fiction is formed and then players make meaningful choices. So long as the outcome isn't defined, and there aren't forced plot points throughout (note that introducing a complication that the PCs can engage isn't a forced plot point), then I don't see much impacting agency here.
 

There's a non-trivial bifurcation in the hobby between people for whom certain sorts of activities are walled of as the player decision/gameplay element, and those for whom it can legitimately be approached (at least in part) with mechanics and in-character traits. There's not much bridge to cross there because it turns heavily on how much importance one places on certain elements (and, in my overly trite way of sometimes putting it, whether you place more emphasis on the first or second word in "role playing").
a lot of this discussion is incredibly white room and detached from actual experience. To what extent would people know or care about their criticisms of non-traditional games in actual play? A lot of this involves no actual firsthand knowledge or experience with non-traditional play. So for people who have experience with non-traditional games, a number of posters sound kinda ridiculous

<snip>

I think that it says a lot about the person when they assume that players would try to break or win the game if they had the sort of agency that exists in these non-traditional games. It either reflects a negative view of players or how they themselves would approach the game. But if that were the case, then why are these games not being broken or won by said player agency?
when it came time to figuring out how to navigate through the dungeon, the common expectation is that the player would use their own ability to solve problems and come up with ideas. There were, I'm certain, exceptions where even in the early days you had a player say "Torag stands there dumbfounded because his INT is a 6" or similar.
"Traditional" often seems to be used to mean what was regarded as canonical c 1990 ie when the trends of the 1980s had fully crystallised as the dominant way to approach RPGing. It's a superficially descriptive word that gets wielded as a normative weapon.

It's absolutely correct that - in (say) AD&D played in the way Gyagx describes at the end of his PBH - figuring out how to navigate the dungeon was something to be done by the player. But around the same time (copyright date of 1980) we have the Traveller modules Annic Nova and Shadows (which together make up Double Adventure 1), which have elements of the GM narration gated behind PC mental stats. Here's an instance, from p 16 of Shadows:

Beneath the panels are a series of eight pie shaped compartments. . . . Number 3 contains a set of twelve grippies - small clamp-tools of strange form and design. Intelligence of B+ [=11+] will see that they can be used to create foot and hand holds on the knobby cable . . .​

The instance I've just quoted is particularly striking, but there are other examples. Eg, on the same page we have this:

The walls of the chamber are covered with a large array of bar dials . . . Careful search (throw 9+; DM +1 per person with education above 9) will show that the instruments and controls are divided into three basic groups . . .​

Now I don't know what was going through Marc Miller's mind when he wrote these up, but think about the implications:

* If this establishes a norm for RPGing, then - in comparison - a player in a Gygaxian game who just works things out via his/her own inference from the GM's description is adopting "narrative stance" with respect to his/her PC's knowledge and intellectual ability;

* If this is how RPGing is meant to work, how dependent are the players on the GM telling them what their PCs conceive as possible?

* If you are going to manage exploration of the setting by the PCs in this sort of way, where is player agency going to manifest? (Not in PC build to ensure sufficient INT or EDU - PC build in this system is by random generation.)

I'm in a position to quote these bits of Classic Traveller minutiae because I'm currently running a campaign in the system, and on Sunday just passed ran a session using (an adaptation of) Shadows. This phase of the campaign follows on immediately from our play of (an adaptation of) Annic Nova. I don't know how those modules played out for their original players. To me they seem like they would have been incredibly boring GM narration-fests, but maybe I'm missing something or maybe those at whom they were aimed had quite different tastes from me. Maybe some of those original players ignored the bits I've quoted (and the others like them) and ran them closer to (say) ToH - but I don't know how satisfactory this would have been either: in Shadows, for instance, there only pay-off from "beating" the "dungeon" is to be able to fly your starship away from the place without being blasted by an auto-defence laser.

The effect of this stuff in our game is to reinforce an existing tendency: exploration is very much a means and not an end; and the area of play where player agency manifests itself is not in discovering architectural and design details about lost alien places. All that really becomes something much closer to extended scene-framing: setting the stage for the real action of play, which is about relationships to and alliances with other actors who also care about these places, and also about learning and exploiting the psionic potentialities of these places. I don't know how "traditional" or "non-traditional" this is, but it's a natural fall-out of the play of a system and its modules from the late 70s/early 80s.

In our play of Traveller we also take it as a given that a player's action declarations and broader play of a character should, in general terms, conform to that character's INT stat. If the goal of play was to work things out this would be a significant burden on player agency. But as its not, its not.
 


I play games like Savage Worlds which have Bennies. I think the light nature of savage worlds makes these not be such a big deal to me. But overall, I am not super into hero points and fate points. However, I am not even sure it is about in or out of character stuff, I just don't like players spending points to avoid death and things like that. I would much rather the system be built so the death level functions appropriately to the setting or genre without the use of such points. But some people like these things. I don't have a particularly strong view on them as they aren't something I would ever actively complain about at the table.

In terms of agency. I don't know. I don't think they add or take away from it really. They also have a variety of uses so maybe you gave me an example of what you had in mind, I might be able to weigh in better.

How about spending a Bennie to turn a lethal attack that would kill a PC into just a hit that knocks them out? Some games have elements like that. I'm not really familiar with Savage Worlds, and I know it may vary from version to version, but what about that?

Blades in the Dark has the resistance mechanic. This is where the player can spend some Stress (a limited resource that once is used up takes them out of the action, and thereafter imposes a permanent Trauma on the character) to deny a Consequence from a Failed or Success with Complication result to an action roll. The PC tries to jump from one building to another, and Succeeds with Complication. The GM says "You don't clear the opposite ledge, but you catch it and scramble up. Unfortunately, the guards below notice you." The player can say "Oh no, I can't have them notice us yet....that's no good. i want to resist that." How much stress he must spend to do so is determined by the result of a roll.

The Player can block the consequence determined by the GM. They have limited means to do so, and the resource they use is also used for other things, so this may be a major decision on their part.

How would you view that?
 



Can you please quit it with this. He isn't saying anything about your mental state. He is talking about his own and other players in the game. At this point you just seem to be arguing for the sake of fighting
Here is what I quoted; I've bolded the bits that indicate the attributions of mental states to other, via contrasting pronouns and unqualified claims: that illusion of reality matters to some of us great deal. When the players can shape the game reality, the illusion of it being objective shatters. You might not care about that, some people care about it a lot.
 

I just do not get conflating the two. I personally prefer games where the rules have teeth, but framing remains solely in the GM's purview.

Trad gamers sometimes have a very binary view of the distinction between games they're familiar with and ones they aren't, seeing it as some kind of a big old toggle when its really a whole bunch of little ones (and sometimes, dials).
 

True but I still happily played 3E. I learned a lot about what I didn't like with that edition, but I played it. And I think it is very easy to encounter a frustration in a game, ask what the cause of that frustration is, then build a whole system of thought or a playstyle preference to avoid that cause. And I think that leads to overly extreme attitudes in playstyle (I know because I was locked in a "everything always has to be in character mindset". To Pemerton's point, many mechanics like this did exist earlier in the game to different degrees (and in the hobby in other RPG: and I grew up in a time when you just played lots of different RPGs, even D&D was the one you played most often because of its popularity). Also ones analysis of the 'cause' of frustration can be wrong, or slightly off. And all that can lead to a throw the baby out with the bathwater approach to play. This is just my way of saying, I think what really matters is whether you like a specific instance of something. I wasn't particularly thrilled with Gather information and other social skills as they tended to be used in 3E. Removing them, largely fixed any issue I had (and being willing to pick up older editions of the game and play those, also fixed this problem). But I think building an idea around avoiding all instances of gather information like mechanics would, and was, misguided. To use an analogy, I wasn't into the powers system in 4E, especially for martial classes. But Barbarians used to be able to rage several times a day, and that didn't bother me. I think a lot of these things when they intrude lightly, won't bother most people. It is only when they become the heart of play that it can impact a playstyle you might be accustomed to (and perhaps a style of play you are not even aware you are engaging in)

All I'm noting is that social skills tend to be one of those areas where you see pretty strong feelings, even if they're much older than some people seem to think (besides Traveller, you had plenty in the various RQ/BRP lines of games and those go back rather a long ways too). You can sometimes see similar things involving skills that are primarily used as puzzle solvers, among people who consider manual puzzle-solving one of the cores of their game experience, or even perception skills.
 

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