A Question Of Agency?

I think very few RPGs are universal like that. Again, my experience with narrative systems is more limited than yours, but the ones I have played, seemed like they would be pretty hard to port into my regular game. They seem pretty focused (which I think is part of their appeal). I could be wrong as I don't play DW and that is likely the one you have in mind. I think this issue though is less about what system is more universal or what system is best for X, than what kinds of rules each of us want for things. And it isn't even a zero sum game really. Some days I want to play Hillfolk, for example (I don't know DW that well, but Hillfolk I like---and I would say that is pretty narrative); some days I prefer a more traditional system.
Well, Dungeon World is intended to produce a narrativist version of basically OSR. That is it reproduces the genre, and to an extent the tone, of classic D&D. It is really a pretty niche game, in and of itself.

I think a better model for a really universal sort of narrative focus game is Burning Wheel. It is really a lot more generalized in that it is skill-driven to a great extent, where DW really has just very limited 'playbooks' that the players can draw from.
 

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No is just as important as yes though in my opinion here. If you the point is to give the player the experience of solving the mystery say, then their successes only matter if not succeeding is also a possibility.

I agree it’s about more than just yes or no. There could be degrees between those two ends. And I wouldn’t say that I would never say no. I just am aware that in doing so, I’m limiting the player’s options.

The question is “Is that limitation justified in some way?” The answer will vary.

You mention a mystery, and to me that’s an apt example. I tend to struggle portraying mysteries, because (generally speaking) they have one solution.

So the problem is conceived by the GM and then the only solution is also conceived by the GM. The players’ chance of success largely resides in playing things out as the GM has already determined.

This may absolutely be an engaging play experience. I find Call of Cthulhu games to often fall into this kind of style, and it can be fun. But it certainly leaves far less to the players.

Now, I know you don’t just have mystery stories in mind, but I feel that’s a good demonstration of how saying no in this way can impact play and player agency.

Absolutely. If I feel an NPC would respond negatively to something a player said, then that NPC will respond negatively and there is no need to roll. I only roll when the player says something and I genuinely don't know how the NPC would react.

I want to be clear I’m not advocating for boiling every social interaction down to one roll. It’s perfectly fine to play the NPCs in a way that’s appropriate to what’s been established.

What I’ve come to realize is that I don’t enjoy when there are details about the NPC that have not been established in any way and when those factors are what steers play. Because the GM is largely responsible for what I know of this NPC and then is also responsible for the NPC’s behavior and his response to the PCs’ actions.

All of this may be based on how this NPC would behave and may follow that logic perfectly. And yet for me as a player, I’m just bashing my head against this encounter, trying to find the one key that can open things up, and not even knowing what that key may be.

I hope that’s clear.

If there are limited ways to deal with a situation, they need to be signposted or otherwise introduced into the fiction. It’s easy this way to punish players for not finding the “right way” to deal with the NPC or situation.

This is, I believe, what @pemerton refers to as puzzle-solving.

I think framing it as yes or no is part of the problem here. These are conversations. Most conversations are not a simple yes and no issue.

Sure, and that’s fair.

But wouldn’t you agree that, as a work of fiction, we can come up with any number of potential ways that things could go? Since we are, through the game, collectively authoring the fiction, it can go however we like? I mean, within what we’d consider acceptable according to genre and tone and so on.

If so, then the players should be just as likely to craft a solution to a problem as the GM, right? And I don’t mean by guessing the solution the GM had in mind.

The player should be able to say THIS is how I want to address this challenge. The GM should be able to then make that idea as logical as any solution can be.

And since it’s all made up, he can do that.

The more often you unilaterally say no to them, the less true this is, and the more the players are just the protagonists in the GM’s story.
 

You mention a mystery, and to me that’s an apt example. I tend to struggle portraying mysteries, because (generally speaking) they have one solution.

This is where I think a lot of people go wrong. Mysteries may have one answer (Colonel Mustard did it in the library with the candlestick) but there ought to be many solutions to figuring out the the mystery (and a GM should be adaptable to approaches he or she had not considered but would work).
 

This is where I think a lot of people go wrong. Mysteries may have one answer (Colonel Mustard did it in the library with the candlestick) but there ought to be many solutions to figuring out the the mystery (and a GM should be adaptable to approaches he or she had not considered but would work).

Where as I’d say that allowing more than one solution....much like the movie Clue....would be the better approach as it relates to player agency.
 

So the problem is conceived by the GM and then the only solution is also conceived by the GM. The players’ chance of success largely resides in playing things out as the GM has already determined.

This is not at all how I would describe it. The GM thinks of a murder that happened and all the people and places involved. figures out the backstory of that murder, what happened during the murder, and so forth. In answering these questions, the GM will come up with an initial list of things like what clues may be found where, but the GM still needs to weigh anything the party proposes against the mystery he or she has established (for example they may ask was there a groundskeeper on the premises that night and might he have heard anything). That is a detail the GM might not have thought of, but will need to decide (and my method for deciding it might be something like, is this the sort of place that would have a grounskeeper and what are the odds he was there at the time of the murder). Or the players may come up with a way to find a clue the GM had never considered, but it could be a method that would certainly reveal something based on what the GM has already established (for instance a GM who hasn't considered something simple like the phone records, and the players get the idea of coming through them). And in terms of solutions it is the same. I once had players surprise me by putting out an APB during an investigation to bring in their potential suspects. It was an obvious thing, but not something I had considered during my prep.

Describing this sort of thing as a single problem with a single solution seems very reductive (and a bit of a straw man)
 

Where as I’d say that allowing more than one solution....much like the movie Clue....would be the better approach as it relates to player agency.

That would take away agency because it makes my attempts to piece together clues rather pointless and not that meaningful. The movie clue doesn't really allow you to solve the mystery because it had like three optional outcomes that were effectively random. A major point of the mystery genre, even if you are just reading a mystery novel, is to solve the mystery as the reader. Clue didn't really allow me to solve the mystery because it never really decided who killed Mr. Body (it decided there were three possibilities and picked on depending on what night you went to the movie)----I realize once it was on video they reworked those into a sequence, but in the theaters, you got one ending. I have nothing against clue, it is a great movie, and I think that was an innovative twist that made the viewing experience a joy. But it isn't how I would structure a mystery adventure if my aim is for the players to be the ones solving the mystery.
 

What I’ve come to realize is that I don’t enjoy when there are details about the NPC that have not been established in any way and when those factors are what steers play. Because the GM is largely responsible for what I know of this NPC and then is also responsible for the NPC’s behavior and his response to the PCs’ actions.

That is fine. That is your taste. And it is good if you know what you like. But I can't stand this personally. I like for there to be details about the NPCs, that are real details, that I don't know, but the GM does, and that guide the NPCs behavior and actions. That to me feels like a much more real interaction with a living character. Obviously there shouldn't be a total cloud around these details. I should have ways of discerning some of them (like if the NPC is motivated by the death of his wife, and in conversation that naturally comes up). But I am fine not knowing things about an NPC that my character doesn't know.
 

All of this may be based on how this NPC would behave and may follow that logic perfectly. And yet for me as a player, I’m just bashing my head against this encounter, trying to find the one key that can open things up, and not even knowing what that key may be.

I hope that’s clear.

Again, this is fair if it is your preference. But I will say one of the reasons I think it is so important for GMs to understand their NPCs motivations, relationships and desires, is because it reduces the likelihood of there being one magic thing to say to that character. Also NPCs shouldn't act like living obstacles, they should act like people. Real people rarely, except on forums like this :), behave in a way that makes you feel you are smashing your head against the wall to get answers. Obviously this very much depends on the specifics surrounding the adventure and the interaction, but I never go into an encounter with NPCs thinking "they need to say this one thing". I try to be open minded when I run my NPCs and that open-mindedness is aided by knowing what my NPCs want.
 

Sure, and that’s fair.

But wouldn’t you agree that, as a work of fiction, we can come up with any number of potential ways that things could go? Since we are, through the game, collectively authoring the fiction, it can go however we like? I mean, within what we’d consider acceptable according to genre and tone and so on.

part of the problem for me may be the language you are using. I don't see this as creating a work of fiction. And I don't think we are collectively telling a story. When I run a wuxia campaign, I am not trying to create a contained wuxia story, with the plot beats, pacing, and drama you expect. I am running a game where the players can do what they want and we don't know what will happen. I will introduce dramatic elements, but it is all character driven. I would call it more genre emulation.
 

If so, then the players should be just as likely to craft a solution to a problem as the GM, right? And I don’t mean by guessing the solution the GM had in mind.

The player should be able to say THIS is how I want to address this challenge. The GM should be able to then make that idea as logical as any solution can be.

And since it’s all made up, he can do that.

The more often you unilaterally say no to them, the less true this is, and the more the players are just the protagonists in the GM’s story.

Again I think the way you are framing this just doesn't capture what I think of as an adventure or a campaign, or a mystery. I never see the GM crafting a single problem for the players to solve. I don't usually have a single solution in mind. I usually see multiple ways an adventure can go and keep an open mind while the adventure is running. I am famous with my players for letting them 'beat' the adventure if they come up with an ingenious solution I hadn't thought of in the first ten minutes of play. Provided their idea makes logical sense, and things pan out, I don't care if the session lasts ten minutes or three hours. But generally in my games they are playing in a concrete setting with concrete NPCs and a world that is external to them. They can't just say there is a sorcerer from India in the teahouse responsible for the murders, because that isn't what happened at the teahouse. But they are free to approach that investigation from any angle they want (and they are equally free to ignore the teahouse completely, go to the nearby village and look for sugar merchants to start a business empire with).
 

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