AbdulAlhazred
Legend
I'm totally missing how anything I said established something that I 'refuse to call agency'. The problem I have isn't that what you call agency is 'not agency', although I think your analysis of it is a bit shallow in certain respects, it is just that when I extend it to other things I get told those are off limits.I think you see it. You explained it fittingly above. You just refuse to call it agency. That’s the rub.
choosing motivations, thoughts and mental states is an exercise of player agency because these things are choices and are consequential to how the character is played and how the character is played is consequential to how the rpg is played.
And see my previous post. If you have no say in how the world you are RPing in, the narrative of things, is playing out, which material it addresses, what types of situations you face and what character traits they put pressure on, then you are largely leaving one of the primary shaping forces of character completely to the GM.
I can say my character felt powerless in childhood and wants to build an empire for himself as a reaction to that, but if that desire is never materialized in any way, or only in some passing ways that I can evoke 'in character' then I cannot really develop this theme, can I? So do I have agency WRT my character? Less than I could! Earlier you (or maybe it was @Lanefan or @Bedrockgames or @Crimson Longinus ) asserted that allowing players to assert facts, etc. would somehow compromise agency, but I assert the very opposite is clearly true (both could be I suppose, though I never was clear on exactly why having more options in the game could create less agency).