A Question Of Agency?

These things could be meaningful in some ways, but play does not revolve around them.

My example of the fighters was a simple one. What I meant by it is: would the play of Steading of the Hill Giant Chief go differently if I were to play with one character over the other? And more importantly, would that difference be meaningful?
Meaningful to whom? You're using 'meaningful' like it had was some objective, measurable thing, whilst it is actually a value judgement. This is what I have been saying all along, agency is subjective because what is 'meaningful' is subjective.
 

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How would your mental image of your hypothetical Lancelot character being disrupted by the system triggering feelings for Guinevere?
Perhaps in my mental image Lancelot is actually secretly in love with Arthur?

Is it really more of an imposition on agency than being hit or downed in combat?
Yes, absolutely. Descartes can tell you why.

Something has affected your character without your consent. But to return to Lancelot. Seeing Guinevere triggers romantic, if not lustful, desires in Lancelot. However, how he feels torn and anguished about this new state. And his actions become guided by wrestling with his internal feelings. It would be a dull story indeed if Lancelot had power over both over his adversity as a character and its resolution.
This has gotten bizarre. Such a conflict would probably be the driving force of the character, and it is for the player to decide whether they want to play character like that or not. You're seriously trying to argue that the player not being able to decide the desires and motivations of their character is not an imposition on the player agency, whilst earlier it was also argued that player not being able to decide facts about the world external to their character was? 'Agency' truly does not mean anything beyond 'things I like' to you. What a joke.
 

That's sort of the thing, though; this seems like a definition of "agency" that requires the campaign to be utterly open-ended so they can insert their desires into it. If that's what they want, I guess its what they want, but it seems to limit the kinds of campaigns that can be run pretty severely to one flavor or another of open-ended sandbox.
Huh? This is utterly baffling. The definition of agency doesn't require anything at all. This is like saying that the definition of speed requires that everything be a racetrack. It's a strawman -- you're attacking the definition being used by claiming that it requires maximization, when this is belied even in the very post of mine you quoted (and repeatedly elsewhere in this thread by many).

If we're looking at agency being the ability of the player to direct play via the game, then we can very easily note that a game that has one person as the final authority on all thing has less agency for the other players than a game that constrains that authority and allows for players to direct play in some or many situations. This doesn't require open-ended sandboxes, where, if we're going with the usual assumptions of a sandbox, is still about exploring the GM's conception of the world but with less direction from the GM. That's more of a middle position from an AP or 2e-style play than more towards the other end of the scale where players have say on even more facets of play. But, none of this implies that agency alone indicates anything. It's a heuristic that can be valuable to evaluation what you may or may not like. It's also a valuable tool for analyzing games -- what's traded off to be gained with a lack of agency.

I think it's absolutely clear that agency is important, elsewise there'd be strong argument for rigid railroads. Rigid railroads can allow for all of the side arguments about acting out characterizations, about attention to and level of detail, about persistence, etc. And, yet, these aren't being made and a number of posters arguing against the use of agency as a heuristic have said that they don't prefer rigid railroads. So, clearly, agency of this definition is used as a heuristic by them, they just have a different stopping point from others.

As someone that enjoys GMing both FitD games and 5e, I clearly see that 5e has less agency. Why, then, might I still enjoy both? Because agency isn't the only heuristic I use. 5e has less player agency than Blades -- absolutely and without doubt. But it does have the tactical combat minigame and the charop minigame that is also fun. I don't run (or play, rarely) 5e in "pawn" stance -- players have a lot of input into what's important and my group all enjoys acting with funny voices and using first person and being advocates for our characters. But, as has been stated above, you can do all of those things and still do charop and enjoy the tactical challenge of combat. So, I also run 5e, and it's not an open-end sandbox, because agency doesn't require it nor is it the only consideration.
 

Perhaps in my mental image Lancelot is actually secretly in love with Arthur?
Perhaps your mental image was mistaken and requires readjusting in response to the changing fiction? Maybe this is part of emergent play? Or playing to find out what happens?

Yes, absolutely. Descartes can tell you why.
Descartes is dead, so maybe you can elucidate on this matter instead.

This has gotten bizarre. Such a conflict would probably be the driving force of the character, and it is for the player to decide whether they want to play character like that or not. You're seriously trying to argue that the player not being able to decide the desires and motivations of their character is not an imposition on the player agency, whilst earlier it was also argued that player not being able to decide facts about the world external to their character was? 'Agency' truly does not mean anything beyond 'things I like' to you. What a joke.
Wow. This has gotten needlessly rude. The desires, motivations, and actions of Lancelot are still up for Lancelot's player to decide regardless of the feelings triggered in their character.
 

So I’ve read through everything I’ve missed. I’m seeing more and more evidence that agency is being defined by the advocates of non-traditional rpgs in such a way that effectively excludes traditional rpgs.
How so? There's obviously player agency in traditional rpgs. The argument isn't present/not present, it's evaluating relative levels of presence. Blades in the Dark has more agency than any version of D&D. That's because Blades allows for players to have more control over the direction and content of play via it's design and mechanics. The GM cannot just veto things. Fundamentally, this is the crux of the choice -- if one person has final authority over a thing, then everyone else has less agency with regard to that thing. The more things you put under a single authority, the less agency exists elsewhere. I mean, we've mostly figured this out in the real world, as we dislike autocracies and prefer democracies, right?
More importantly though, why should I care about agency that allows me as the player to drive the fiction (outside my character)? Why would I even want that kind of agency? Does having that kind agency take anything away from the experience?
THIS is the excellent question, and one you must answer for yourself. Having a heuristic that evaluates agency is helpful to this decision point, though. Dismissing that heuristic as unimportant because you don't want to say that you prefer less agency (which is perfectly fine) is less so.

Look, I really enjoy playing Gloomhaven. If you're not familiar, it's a very complex boardgame that's close to the RPG line. My agency in this game is much less than in D&D (with the possible exception of a rigid railroad game). Yet, I enjoy it greatly! Agency isn't the final determination of what's enjoyable, but it's a useful tool to look at how RPGs structure their play and what play you can expect to get out of a given RPG.
there are 2 common ways to play D&D. Optimal play and character driven play. I think most players go in and out of these play styles at various points during the game.
I disagree violently. But, there's some use to your example because you've arrived, again, at a crux point for why you might choose to play a game with less agency.
I think the non-traditional systems we are discussing don’t really leave open the option for optimal play - defined as Play where you were careful, made all the right decisions and get rewarded for that. Such systems are better in some respects for character driven play as they can ensure the game is about what is important to the characters. However, there is a cost to that even beyond the lack of optimal play. being able to on the fly introduce fictional elements that aren’t yet there is a much different experience than being “forced” to be limited to just what is in the scene the DM framed - thus allowing one to focus solely on their character and what is there before them.
And, here is where that crux point is. If you enjoy "optimal" play at all, then you need to evaluate where that play is situated. And that play is situated in finding the best way through an established puzzle. Who established that puzzle (which can be a trap, a combat, a social encounter, whatever)? Not the player, or you're smack dab inside a Czege Principle violation, and I'm pretty sure you'd recognize that even if you're not familiar with the concept. The GM. And optimal play requires the player to divine, usually through the above mentioned careful play, what the scope and allowed options exist from the GM. This is lower agency play -- the player is not directing play very much; the play is fully framed by the GM and the GM has final authority over any action the player takes. Granted, good GMing in this case is to strive to be impartial, but it's still entirely under the GM's authority.

Now, is this play fun? Absolutely, it can be! So, this is, as I said above, a great reason to eschew more agency because the lower agency play delivers exactly what you're looking for. This is perfectly fine -- agency is not a value judgement any more than dislike hitpoints is. Both will direct your choice of game to play while not actually saying anything generally about the game other than "this game has a good bit of player agency, so I have an idea of what play looks like," and "this game has hitpoints, so I have an idea of what play will look like."
I don’t think it’s that most people can’t understand how non-traditional playstyles work. It’s that many of us are happy with playing our character in a DM framed scene with a healthy mix of optimal focused play.
No, I'm absolutely certain, given these conversations, that there's a lot of misunderstanding about "non-traditional" (look, normative language!) playstyles work. That doesn't matter especially to this discussion, though. If you like how you play, awesome. The problem comes when you mistake an evaluation of a specific heuristic as being insulting to your play. It's no more insulting to your play than someone saying they dislike hitpoints. It's an evaluation of what happens during play, not an evaluation of worth or value. That's added when a given person looks at these things, checks their preferences, and then values things. @pemerton, for example, appears to strongly value agency when selecting games to play. I'm less choosy on this axis (I still run/play 5e), but I can both do that and recognize that there's less agency in 5e than in many of the games @pemerton advocates. Doing so doesn't, at all, mean I'm doing something of less worth when I run 5e than @pemerton does. That @pemerton would never choose to join my 5e game says nothing about my game -- it only speaks to @pemerton's preferences and the heuristics he uses. In this case, that would include level of player agency and would, again, not be saying anything about me or 5e, but about @pemerton's preferences.

I mean, if I thought that agency was a value statement, and that 5e has less agency than other games I play, why would I ever play 5e? This is hurdle that you and others that argue against the definition of player agency have yet to overcome -- how I can think that and still play a game I enthusiastically claim has less agency?
 

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THIS is the excellent question, and one you must answer for yourself. Having a heuristic that evaluates agency is helpful to this decision point, though. Dismissing that heuristic as unimportant because you don't want to say that you prefer less agency (which is perfectly fine) is less so.

[...]

And, here is where that crux point is. If you enjoy "optimal" play at all, then you need to evaluate where that play is situated. [...]This is perfectly fine -- agency is not a value judgement any more than dislike hitpoints is. [...]

No, I'm absolutely certain, given these conversations, that there's a lot of misunderstanding about "non-traditional" (look, normative language!) playstyles work. That doesn't matter especially to this discussion, though. If you like how you play, awesome. The problem comes when you mistake an evaluation of a specific heuristic as being insulting to your play. It's no more insulting to your play than someone saying they dislike hitpoints. It's an evaluation of what happens during play, not an evaluation of worth or value.

Pretty much a perfect post, @Ovinomancer!
 

Perhaps your mental image was mistaken and requires readjusting in response to the changing fiction? Maybe this is part of emergent play? Or playing to find out what happens?
It can. But any system that is telling me that my mental image of my characters inner life is mistaken is definitely seriously limiting my agency.

Descartes is dead, so maybe you can elucidate on this matter instead.
Cogito, ergo sum, I think, therefore I am. You are your mind, not your body. A mind without a body would be a person, a body without a mind wouldn't.

Wow. This has gotten needlessly rude. The desires, motivations, and actions of Lancelot are still up for Lancelot's player to decide regardless of the feelings triggered in their character.
Desires are feelings and motivations are based on those. You are perfectly free to like games where the mechanics can affect those, just don't try to disingenuously argue that this is not limiting the player's agency in pretty serious way.
 

In ones where the mechanics (or the GM) imposes on players how their characters should feel. Like this is what started thins tangent, me saying that games that do that reduce the player agency.
Do you have any concrete example in mind here, of a RPG which in any systematic way prevents players from characterising and pantomiming their PCs? Are you talking about the one time that player's PC was affected by Otto's Irresistible Dance? Or do you have something more general in mind?
 

Do you have any concrete example in mind here, of a RPG which in any systematic way prevents players from characterising and pantomiming their PCs? Are you talking about the one time that player's PC was affected by Otto's Irresistible Dance? Or do you have something more general in mind?
We were talking about games that impose feelings, desires etc on characters. I think you yourself referred to some mechanic that altered character's virtue or some such. These are the things the characterisation is based on. I am not merely talking about freedom to express, but the freedom to choose what is being expressed.
 

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