A Question Of Agency?

AD&D Oriental Adventures had two departures from ["traditional"/map&key/exploration style play] in the Yakuza class: a proto-Gather Information mechanic, and a proto-Circles mechanic.

3E made Gather Information mainstream. I think D&D has dropped Circles, though.
On this topic, 5E has a Gather Information type effort resolving (when put to a check) as a straight Charisma check:
Other Charisma Checks​
The DM might call for a Charisma check when you try to accomplish tasks like the following:​
  • Find the best person to talk to for news, rumors, and gossip
  • Blend into a crowd to get the sense of key topics of conversation
Something like circles also seems to be present in most background features. The Acolyte's "Shelter of the Faithful", for example, states in part, "While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple."

The Criminal background's feature is all about this sort of thing:
Feature: Criminal Contact​
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.​

A folk hero can find places to hide, rest, and recuperate among other commoners, a noble can secure audiences with local nobles, a sage might know of a sage or other learned person or creature from whom to obtain information. etc.

I guess the most striking thing about these features for the question of agency is they have zero mechanics associated with them, so I think they're mostly seen as highly DM-dependent in their usage and reliability. Personally, I would tend to view them as a sort of player fiat ability, but, unfortunately, I don't see players making much use of them at all.
 

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We can talk about techniques until we are blue in the face, but if our principles are not locked in vagaries of technique are meaningless. Are players prepared to play genuine protagonists with compelling dramatic goals like they are driving stolen cars? Are GMs prepared to provide honest adversity? At the end of the day what matters most when it comes a player's ability to make decisions that have an impact on the fiction is a shared commitment that we are playing to find out what happens. Everything else is window dressing.

I would be more than happy to address questions of play techniques once we are on the same page about the goals of play, but until then it is all empty posturing. Either we are committed to following the fiction or we want to guide it. There is nothing wrong with wanting to play a more guided experience, but we should be able to talk about that openly without shame.

These days I am far less interested in playing these word games. I am not super interested in philosophical underpinnings of agency. Taking the conversation there misses the point which is how do we play games where the actions players take for their characters produce meaningful change in the fiction. Let's talk about that.

Going to quote this post (which I agree with) because it relates to what I'm about to throw together.

Agency is a discrete thing.

Its not terribly helpful to jumble it up in a collage of several other things such as "immersion/suspension of disbelief", "persistent setting vs (the perception of) Schrodinger's x", and any number of other things. Agency is the quality that a participant possesses (or not) to move a gamestate from here to there. It is about the trajectory of play and who holds sway over it.

A game of American football has referees, football players, football coaches, the elements (if outdoors) and the ruleset itself. At any given transition from one gamestate to another we can evaluate who was mostly responsible for that transition. As we evaluate the game's overall "trajectory arc", we can evaluate who was mostly responsible for it. We can also evaluate if there are moments in play where agency is wrested from the players/coaches because of a either/or/confluence of refereeing or ruleset or elements issues. Example (I apologize to those of you who aren't terribly familiar with the game):

Its 3rd and 17 (this is converted at about 7-9 % in the modern NFL) and a referee calls a brutal, ticky tack Defensive Holding call that could literally be called about 75 % of the time when a Cornerback is Pressing/Rerouting a Wide Receiver at the Line of Scrimmage. Defensive Holding comes with an automatic new set of Downs and a 5 yard Penalty. This swing in play is ABSOLUTELY ENORMOUS. If this call is arbitrary (and this absolutely happens in NFL Football), we can trivially say that the competitive integrity of this moment was completely compromised because the agency of the players on the field was wrested from them by bad officiating. A lot of times, these kinds of bad calls have huge impact on the gamestate and they reverberate throughout the rest of the game.

There is no immersion, no persistent setting. There is only gamestate, its transition, and the trajectory of play henceforth. We can evaluate this.

The exact same thing happens in a Moldvay Basic Pawn Stance Dungeon Crawl w/ FighterBob09 and MaggieWizard01 (etc). We don't have to have anything resembling "immersion" or "habitation of PC" (etc). We can tropily move through play with people saying silly things in cartoonishly archetypal format based on their character class and everyone having a chuckle while we find out if the players are skilled enough to navigate the dungeon and extract a lot of treasure. Its still TTRPG play.

Players are Searching for a Secret Door > finding it > Listen > Search for Traps > in a sequence of play. There are multiple ways that the Referee could screw this up that wrests agency from the players and compromises the competitive integrity of that sequence (which, like above in the NFL Football example, it will likely have ripple effects because of the positive feedback loop of dungeon crawling):

* Poor description of the situation/scene.

* They could lose track of Turns spent and the relationship to the Wandering Monster "clock" (which could help or harm the delve effort).

* They could forget to assign dice to the Demihuman (1/2 result vs 1) in the Listen pool for the PCs.

* The party Dwarf has a 2 in 6 chance to find the Trap, the GM rolls behind the screen, and gets a 2 but fudges it and tells the player they find no traps because the crawl has been going surgically for the PCs thus far and the Referee wants to introduce some adversity.

None of that has anything to do with PC habitation or immersion or persistent setting/objective backstory. Its about the impingement or wresting of agency from the players (to the GM) and the impact on the integrity of the crawl due to the Referee's "misplay" (lets call it).

Yes, you or your table may not like systemitized thing x because you feel it negatively impacts your particular mental framework when it comes to playing that game...but smuggling your disposition relative to systemitized thing x in game y doesn't tell us anything about its impact on gamestate movement.

Finally, characterization/pantomiming is NOT inherently agency

This seems to be another thing that gets unfortunately pulled into the orbit of discussions on agency. Characterization does not inherently have anything to do with the movement of a gamestate from here to there. Most general games have no characterization/pantomiming and there are plenty of TTRPGs that have little to no characterization/pantomiming - as I captured above w/ Pawn Stance dungeon crawling - or some participants not characterizing/pantomiming at all while others go full tilt. However, all games have a gamestate, gamestate movement, and how it is moved and who moves it.

A GM merely allowing you to characterize/pantomime your PC as a gamestate-neutral way of differentiating your character from Samantha's is offering you nothing in the way of agency. Characterize/pantomime your PC however you want, press the accelerator to the floor...it doesn't necessarily have any work to do with respect to gamestate movement and trajectory.

HOWEVER, IF characterization/pantomiming IS relevant to gamestate movement (eg if you pantomime/characterize well x will happen vs y happening - Pictionary and Charades is the non-TTRPG example of this), then there is a question of agency. HOWEVER (again), if this is a TTRPG, then we have to evaluate what the nature of action resolution is relative to that characterization/pantomiming and where the agency truly lies because lack of codification + GM mediation without any neutral arbiter (fortune resolution - dice/cards etc) having its say means that GM agency is invariably going to be high in such an arrangement.




That is enough for now, but the other thing I'm going to write about in the future is not all games possess or afford the same kind of agency (eg - thematic/dramatic, tactical, strategic) to players. We should be able to talk about each discrete type of agency in a game and how design decisions and refereeing affects each.
 
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On this topic, 5E has a Gather Information type effort resolving (when put to a check) as a straight Charisma check:
Other Charisma Checks​
The DM might call for a Charisma check when you try to accomplish tasks like the following:​
  • Find the best person to talk to for news, rumors, and gossip
  • Blend into a crowd to get the sense of key topics of conversation
Something like circles also seems to be present in most background features. The Acolyte's "Shelter of the Faithful", for example, states in part, "While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple."

The Criminal background's feature is all about this sort of thing:
Feature: Criminal Contact​
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.​

A folk hero can find places to hide, rest, and recuperate among other commoners, a noble can secure audiences with local nobles, a sage might know of a sage or other learned person or creature from whom to obtain information. etc.

I guess the most striking thing about these features for the question of agency is they have zero mechanics associated with them, so I think they're mostly seen as highly DM-dependent in their usage and reliability. Personally, I would tend to view them as a sort of player fiat ability, but, unfortunately, I don't see players making much use of them at all.

I agree completely about their orthodox interpretation of them must be "player fiat." In the design trajectory of 5e, PC Background Features and Monster/NPC Legendary and Lair actions were the two pieces of design that I really liked (and I spoke to that back then).
 

Liked your post up there, MBC; its particular interesting you brought up Token Stance, which tends to be kind of the redheaded stepchild of play styles, as you can make a perfectly good argument that there's limited, if any, actual roleplaying in it--but it seems odd to write it off entirely since a pretty fair number of people took that approach in the early days of the hobby (and not just in D&D), and I can't but imagine at least a significant number still do.

Part of the thing that confuses the issue in these threads, I think, is that some people come in with the unstated premise that only in-character agency is agency; metagame player agency is something else. Like most unstated assumptions, that's one of the things that ends up with a lot of people talking past each other.
 

Agreed it can be frustrating. That said, if it's what the characters would do then so be it - all I can do as DM is sit back, crack open another beer, and wait for them to decide what to do. If I'm a player, sooner or later my boredom tolerance will be exceeded and my character will do something rash - usually to its own detriment but hey, at least I got things moving. :)

So, this is interesting . . . because this entire "meta" player decision runs entirely contrary to the whole idea of "absolute fidelity to the fiction and characters." If we're treating our characters as "real" within the fiction, no one in within the actual fiction is going to say word one if one of the characters wants to do a thorough examination of options and risks before taking action.

But if that supposed "objective reality" starts to conflict with the metagame reality of players being bored, it's totally okay to rule in favor of the metagame reality of "get the bloody game moving."

So how is this any different than simply letting players "get the bloody game moving" through the actual game mechanics, PC build elements, and action declarations?


As for the kind of things they may want to see come up in play: broad-brush stuff - e.g. if I get a vibe that the players are keen on doing some adventuring in an arctic setting for a while, or that they're tired of facing undead and would like to see some variety - are usually pretty easy to accommodate. But in specific terms e.g. a character wants to sort out some drama within her family (and I've got one player who quite likes this sort of thing), I try to limit this or do it off-session as while it's going on in-session everyone else is more or less sitting there bored.

As a player, some of my characters have rather specific goals but I don't want to waste too much of everyone else's time with them and neither expect nor insist that they come up as part of party play (exception: if I-as-character can talk the party into helping with something tha'ts different, as they always have the option of saying no and if they say yes it's their own choice), and so that stuff gets dealt with off-session or in spare moments.

So it's always the duty of the player to subsume what they'd really like to explore, either thematically or in-fiction? Everyone's just supposed go along in an extended Abilene paradox, where no one really gets to enjoy exploring an aspect of the fiction/character that's interesting to them, because the GM's just decided that "well, the objective reality of the game world just doesn't allow for that"?


OK, let's try another example - this one very timely as it's currently ongoing in my game:

I'm running S1 Lost Caverns. Party has been in the field on and off for over half a year dealing with this; and on one of their visits to town it became clear that what they were in theory doing (finding the Necronomicon, the original holy scripture for all Necromancy; I substituted this into the module in place of the Demonomicon as all its useful spells already exist in my game) could have huge ramifications for Necromancers everywhere and the local Necromancers' guild really really really wanted this book!

Unknown to the PCs, word got out. Other Necromancers' guilds eventually heard about this, took note, and took action.

Party finally finishes the adventure and heads back to town. They're intercepted before they get there: foreign Necromancers have invaded the city and started a war with the locals over who gets to end up with this book. Civilians are fleeing, if not already dead as collateral damage. Buildings are burnt. Huge rewards have been posted (though no-one's really sure by who) for each known party member. All of this catches the adventurers quite off guard - they were hoping to get back to town, get rid of this damn book, divide their treasury, get all their lost levels restored (Drelzna had a field day!), and relax for a bit of downtime. Now they have to sort their way through a war, which is what next session will probably consist of.

I can think of at least one poster here who would say this is bad design because it uses hidden backstory. Needless to say, I disagree. :)

Well, yes, it's definitely hidden backstory -- in-fiction events, determined by the GM, which occur without input vis-a-vis the players. And sure, it's fun as a GM to occasionally throw out some unforeseen surprise.

But truthfully, in many circumstances, it's an indulgence on the GM's part.

Was the question ever asked, "Will my players enjoy this conflict/obstacle, or would they much rather be experiencing something else?"

Given the choice, would the players rather have proceeded on to something that felt more dramatically interesting and relevant to the stakes of their characters, or their personal interests? And how would they signal such interest to the GM?

The truth is, if the players weren't interested in this particular conflict/obstacle, then it's the GM just being indulgent. There's a million ways to skip past this event if the players weren't really interested in it . . . but it happened anyway by the choice of the GM.

Which is fine --- but hopefully the GM has the awareness on some level that it is, in fact, an indulgence on their part.

Maybe the the GM does it because this set of events is just more fun for him or her--(S)he just wants to play around with a fun set of encounter mechanics or abilities, or a fun NPC they want to toy around with. Maybe the GM is willing to sacrifice the enjoyment of their players to maintain "fidelity to the illusion of objective reality," because "that's totally what would happen in the fiction right now, and I must maintain that illusion."

Regardless of the reason, it's a case of the GM actively prioritizing some other interest above the enjoyment of the players. And if the players are okay with that, great! Some players are totally fine with the knowledge that the GM is going to regularly place other needs/agendas above their own enjoyment of the game. It's been that way since 1974, and will probably be that way in 2074.

And I suppose that there are some players that are willing to sacrifice some of their own dramatic interests in the name of maintaining "fidelity to the illusion of objective reality."

To which I say, "More power to them." I'm just no longer one of those players.

*Edit --- One additional thought: The more I think of it, the concept of "agency" in RPG play ultimately comes down to this question --- how much ability does a player have to actively pursue and engage with ideas/themes/elements of interest within the fictional construct of play, and through what means is that ability derived?
 
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Part of the thing that confuses the issue in these threads, I think, is that some people come in with the unstated premise that only in-character agency is agency; metagame player agency is something else. Like most unstated assumptions, that's one of the things that ends up with a lot of people talking past each other.
It's not really that. It is merely that for choices to matter there must be some constraints and limiting the players ability to affect the setting to that of their character is one possible constraint. People seem to recognise this in a sense that they accept that the game needs to have rules; that a situation where the players can just freely declare anything and have it be so is not optimal. I really want people to answer this: do rules that place limits on how the player can affect the fiction or 'gamestates' reduce the players agency? And if they do, why we have such rules?
 


It's not really that. It is merely that for choices to matter there must be some constraints and limiting the players ability to affect the setting to that of their character is one possible constraint. People seem to recognise this in a sense that they accept that the game needs to have rules; that a situation where the players can just freely declare anything and have it be so is not optimal. I really want people to answer this: do rules that place limits on how the player can affect the fiction or 'gamestates' reduce the players agency? And if they do, why we have such rules?

Well, I'll bite at least. And I can answer it pretty easily in three sentences.

1. Yes, any rules that constrains what a character can declare about his interactions with the world and the results absolutely constrains player agency.

2. Agency isn't everything. Its a good, but like most such things, not an unlimited good.
 

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