A Question Of Agency?

So, I think that there's a question of just how flexible are D&D DMs? They need not have any flexibility really, you're the (hopefully benevolent) dictator of all your table! There's nothing saying you have to give players much freedom to do things, and if you just don't particularly have a taste for something a given player is trying to do, there are a dozen easy ways to quash it, and they're well-supported with rules right out of the book (rule 0 if nothing else).

Now, obviously there can be fairly basic 'unobtrusive' goals that players can easily adopt for their PCs that will probably 'just work'. "I want to collect weird looking daggers." or whatever. But I've found over the years that AP type play is going to be pretty much about the AP. There's a set sequence, or a small set of possible paths, that can be taken through it. Any significant player agenda is mostly going to be in the way, it isn't adding directly to the main thrust of the game, and thus tends to get minimized. That's just how these things work.

Part of the problem that I see here is that I say "A narrative type game system works like X." and then someone says "Well, I could do X in my D&D game too!" and that's TRUE, but will it actually happen that way? I can guarantee that in a Dungeon World game that the action will center on the PCs as major protagonists doing the things that are written in their alignment, bonds, and the statements made by the players when asked questions by the GM. It is 100% assured! Maybe the DM in a D&D game might maybe accommodate some element of plot to interact with something I wrote on my character sheet, maybe. Maybe not. Maybe I will have some idea what the plot is about, assuming their is one, and maybe it will just be some sort of thing hidden away in the DM's notebook and I never even figure out why something happened in game or what the consequences of any random action I take might be. Again, this is all guaranteed in a DW game to consistently put the characters at the center of the story and create a consistent narrative that the players can help to direct, along with deciding what sorts of 'stuff' go into it.

So, yeah, D&D can do a lot of stuff. But its not really a fair comparison to say "I could do this" in one game and "this IS what will happen" in this other game. They are worlds apart in fact.
Well, I think that's what a lot of discussion boils down to: "We need to have rules that stop a terrible GM from railroading me". And my answer is that if you don't like railroads, don't play with GMs that run railroads.

Also adventure path discussion is pretty besides the point. By their nature they're railroady, and everyone who agrees to play them understand this. That really is not due the system, it is due them being prewritten things that naturally cannot take into account individual desires of everyone who might play them. Should be pretty obvious.
 

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The GM here needs to make judgement calls in many of the same situations than in more traditional games, and yes, obviously in Blades they've less freedom and flexibility to do so. Whether this is a good or bad thing is a matter of opinion, I don't feel it is a good thing. And of course in any RPG the GM is in reality constrained by the fiction and the consequences of the actions must logically fit to what was established before. But I have no doubt that the GM in Blades has far less agency than in one D&D. This is the thing you seem to be obsesses about and to what I referred earlier with my post about 'relative agency'. Whether player has more agency, I am not so sure about. In a certain sense they have more narrative agency, they can poke anything to make it important. Then again, this is rather illusory. How much does it really matter whether you poked a painting with a magic skill and it ghostified it and it tried to life-drain you, or whether you poked a door with a physical skill and it spawned a guard that bonked you in the head? How meaningful this is depends on how much value you place on these different flavours. To me this sort of agency seems rather fake. There is no objective reality, there are no mysteries to uncover, there are no right or wrong answers. This is Quantum Ogre, the Game, except you get to influence the skin of the ogre.
And D&D is not? I mean, fundamentally, if you're going to break a game down to this level, it's utterly unfair to say that Blades is Quantum Ogres because people decide things and 5e is not because... people decide things? The difference here is that you're assigning a value statement to single player prepared material as being good and that unprepped, multiple player input material is bad. It's a value statement about your preference, where you apply different standards of analysis to validate the underlying preference. It's entirely circular logic coupled with special pleading -- if you applied the same analysis to 5e, you'd end up with quantum ogres. As such, this is useless except as a circular reinforcement of your pre-existing biases.
Holy crap! After twenty pages I got through!
No, you didn't, and if you read the rest of that paragraph, you'll see I discard this statement as obfuscation. I did forget to add the (ad argumentum) to is, so that is my bad. I was using your concept for the sake of the argument and showing how it fails, not agreeing with you. I could have worded that better.
Obviously. It is a game with completely different purpose. And yes, the players accept those limitations in their agency when they choose to play that game, just like they accept different sort of limitations on their agency when they choose to play D&D.
Constraints are accepted, yes, but, again, player agency cannot be viewed on subdivisions of play -- this leads to obfuscation of what's going on and only enables flawed arguments that less agency exists in this narrowly defined context so it's the same or worse as the preferred arrangement.
Yes. Your claim that there are no different types of agency obfuscates things.
"Nuh-uh, you are," is not a flattering mode of argumentation, nor one that convinces anyone except fellow travelers. If your intent is just to get @FrogReaver to once again like your post, by all means, continue. If your intent is to engage in discussion, this is a failed approach. You should consider this.
Different games offer different types of agency in different quantities. Recognising this is really important for analysing them and even more important for recommending them. Trying to count some ultimate total agency is of questionable value. If a game offers a player little the sort of agency they care about but 'compensates' is by offering a lot of the type of agency they do not care about, it will result the player feeling that they do not have enough agency. And whether the players feel that they have enough agency is ultimately the only agency question that really matters; everything else is just trying to find the best way to get there.
No, subdividing agency allows one to make flawed arguments about the game such that they can claim superiority in one capacity by ignoring the effects in others. For instance, your continued claims that there is player agency in being the sole controller of your character's mental state (outside of allowed exceptions, naturally, special pleading be damned) allows you to claim more agency, despite the fact that this is empty in the broader context because you have no agency to actually enforce this on the rest of the game. You've claimed agency, and winning agency, in an act that is ultimately irrelevant to the rest of the game -- as shown by me previously that I can get the same level of choice and action in game without acting in-character at all.

This is the trap of subdivided agency. The games discussed are not separate silos of activity placed next to each other -- they interconnect at multiple points. Treating agency as something that can be evaluated in distinct silos totally ignores these interconnects and the ability of one to affect another or not. If I can imagine my character however I want, but can't place that into the game without someone else's permission, then I am not actually exercising much player agency at all, especially since I can imagine my character in any RPG equally well.
Right. Earlier a mocking example of character reminiscing their childhood as a motivation to walk towards the water was used. This is the same thing. And yes, I strongly feel that these sort of things matter, but they matter in any RPG. Drop your bizarre double standard.
It wasn't mocking. It was silly, but that's because I have a silly streak, not because I was mocking anyone other than my own strange choices.

And, no, it's not the same thing. The same thing would be if the player reminisced and then was able to establish that there was water down that passage and that was a true thing. Here, the GM provided that -- it was entirely decided by the GM. The player acted onto that, they didn't really choose it, and made choice not based on the player's interests, but instead molding their character to the GM's prompts. That's not exercising agency, even if it can be fun, because no choice is being made in reminiscing in-character that impacts the gameworld. The only choice is to go down that passage, and it's based on very little that's agency enabling. Bob the Fighter made the choice based on things Bob the Fighter could control, at least in part, because Bob the Fighter knew they had a potion of water breathing and this was a way to exert control over a situation involving water. Fynn just playacted against the GM established fiction and made a choice that was barely better than random.

Now, was Fynn's action more entertaining to the table and the player? Most likely, but not definitely. If that's the axis you want to value, then, absolutely, do so -- I usually put weight on this as well, and not a little. But it doesn't create player agency within the game to do so -- Bob's player has the same agency as Fynn's player, and Bob's player made a choice that enabled future agency via control over options in the fiction while Fynn's player just entertained everyone. Again, if you like that kind of thing, great and awesome and please go get all of it you can!
 

@FrogReaver

Advice that you're perfectly free to ignore.

There is an SRD for Blades in the Dark, and it's free to read. IIRC, it's a web interface so you can't download it, but you can read it. I think if you really want to understand the game that's going to be a necessary step.

Heck, if you're interested, you can find Apocalypse World (I think it's an earlier edition) free online, as well, and there's a starter book for Burning Wheel that is also free, to pick games that get talked about in these sort of threads.

I don't particularly care for Blades or AW, but those opinions genuinely arose after reading the games. Conversations like the one you're having with @Ovinomancer (who is frankly being waay more patient than I would probably be) would, I think, go a lot more easily for all concerned if you've at least seen the rules.
Yeah, Dungeon World is easy to get too. In some ways it is a good place to start, as it reproduces a LOT of the tropes and milieu of D&D (it is literally intended to be a narrative driven equivalent of BECMI). So you can kind of compare all the things that it does with how they work in D&D (though the similarities in tropes and genre might actually be confusing). It has classes that emulate the core D&D classes, races, alignment, and the action is expected to center around thematic D&D-like dungeon delves and similar sort of fare. Anyway, all the character books for that (as well as many 3rd party ones) are free. I don't know if there's an 'SRD' or similar, but the game is really cheap in PDF form. This guide is useful as it describes how the game works from a player perspective, as well as explaining how to GM the game.
 

Yeah, Dungeon World is easy to get too. In some ways it is a good place to start, as it reproduces a LOT of the tropes and milieu of D&D (it is literally intended to be a narrative driven equivalent of BECMI).
I've heard that about it, and if I didn't dislike dungeon delves so strongly the game would be more of a temptation for me. ;-)
 


An actual example of somewhat annoying personality mechanic that I have experienced in practice: Exalted virtue mechanic. If you have at least three point in a virtue (in 1 to 5 scale, so moderate) you need to roll it in certain pretty common situations to act in a certain way. For example:

Characters Must Fail a Valor Roll to: Turn down
a duel of honor or a call to single combat. Flee a battle.
Receive an insult without seeking retribution. Turn down
a dare or challenge.


Now you can overcome this by burning willpower point, but those are a precious resource and are used for other things in the game too, most importantly to refuse conditions imposed on you in the game's social combat mechanic (and this is not even getting to any supernatural effects.)

The result is that in dramatic situations the character's actions are often not chosen by the player. The virtue may compel them to act in a certain way, or an NPC can just 'mind control' them via superior social skills. If you don't want this to happen you need to hoard your willpower points (and they're used for other things than just to resist these compulsions) and even then if the situations come up often enough you can just run out. I did not find this mechanic fun and I was hardly alone in this. We ended up seriously house ruling these rules.

Thank you for providing an example that we can discuss. You clearly don't like it. Do you think it limits agency? If so, why?

It kind of seems to me like it doesn't, but it's hard to say for sure because I'm not familiar with the system. So a few questions. How is the PCs Valor score determined? Doesn't having a strong sense of Valor mean that you would not turn down a duel or flee a battle? Doesn't that seem perfectly in character?

And the player also has a resource to avoid being "forced" into these actions?


Well, I think that's what a lot of discussion boils down to: "We need to have rules that stop a terrible GM from railroading me". And my answer is that if you don't like railroads, don't play with GMs that run railroads.

That could be one solution. Another could be to use a rules system that doesn't allow for railroad because GM authority is reasonably constrained.

Also adventure path discussion is pretty besides the point. By their nature they're railroady, and everyone who agrees to play them understand this. That really is not due the system, it is due them being prewritten things that naturally cannot take into account individual desires of everyone who might play them. Should be pretty obvious.

It absolutely is due to the system. If the system didn't allow for the railroad, then there couldn't be a railroad.
It is not like these mechanics are complex. It imposes certain feeling on the player character and expects the player to roleplay it.

So, to save @Aldarc the trouble of posting it again for you, here's the relevant rule from Monsterhearts that is in question. I've bolded what I think is a relevant bit about how to react being up to the player.

Turn Someone On
When you turn someone on, roll with Hot. On a 10 up, gain a String on them and they choose a reaction from below. • On a 7-9, they can either give you a String or choose one of the reactions.

  • I give myself to you,
  • I promise something I think you want, or
  • I get embarrassed and act awkward.
All kinds of things can Turn Someone On, especially if that person is a teenager. Maybe this is a flirtatious glance, a whispered promise for later, or a goofy smile at
the right moment. Maybe it’s just something they notice about you as you walk past them in the hall. When you use this move, feel free to take the opportunity to step outside your character, to speak like an author would: describing your character’s pouty lips or moonlit silhouette. Unlike the other basic moves, Turning Someone On can be triggered even if there’s no specific action being taken; your character doesn’t have to intend to Turn Someone On – sometimes, it just happens.
This move is at the heart of how Monsterhearts understands sexuality, especially teen sexuality. We don’t get to decide what turns us on, or who. Part of your agenda is keeping the story feral, and that means letting your character’s sexuality emerge in all of its confusing and unexpected glory.
When someone turns your character on, the emotional dynamic between them shifts. If a String is gained, the power dynamic shifts a little bit as well. How you react to that is up to you. What honesty demands is that you acknowledge the shift, imagine what your character might be feeling, and play from there. If Julia turns Monique on, it doesn’t mean Monique has to throw herself at her. Just play out how Monique would naturally respond. Maybe Monique blushes and turns to leave, or maybe she suddenly gets nervous and starts stammering.


The ability of the player to determine the reaction seems pretty in line with what we'd expect in D&D. For example, the DM may tell you that you've been struck for 12 points of damage, but I would think the DM adding "you shriek in pain" as a reaction would likely be seen as overstepping on their part. The player gets to decide how the PC reacts.
 

What are your preferences?
In TRPGs generally?

I like characters that are at least willing to be heroes. I despise no-win situations and/or choosing the lesser evil (choosing from competing goods is fine, though). I like adventures that move quickly enough the players don't forget why the characters are where they are and doing what they're doing (it's my experience that dungeoncrawls and hexcrawls in particular can go on for long enough--especially in more-intermittent games--that the players can easily forget or stop caring why the characters are plodding along the road or poking their way through the dungeon). I strongly prefer for the PCs to be able to set their own goals, and achieve them. I enjoy when the world responds to the PCs, because that means the PCs matter.

There might be more ...
 

Thank you but it’s not necessary and wouldn’t suffice then anyways. This thread is about analysis of rpgs and rpg play. Examples and mechanics were cited and analysis made. I countered that Analysis with my own using the same mechanics and examples provided.

One doesn’t need to be intimately familiar with the whole game to counter analyze an example and mechanic listed by someone who is.
Why do I need to understand the whole game though?

why can’t I just understand the parts being presented by others?
It's painfully clear that your understanding is incomplete. Your analysis was garbage, and stained with arrogant and ignorant pretension. Do your research before you flap your gums.

All you're doing with your current approach is constructing a strawman out of the incomplete soundbites that you're being spoonfed. No wonder you keep going in weird tangents about the most basic elements of design philosophy. Would you expect to have any success by employing this argumentative strategy on any other topic?


Read the thing.


Read this as well.


And this.
 


It's not our job to do your homework for you. We aren't being paid to teach you.
So here’s the flow of what is happening.

A mechanic and play example from a game I’m not very familiar with is presented. Some analysis is done regarding that example and mechanic with the claim that this demonstrates X. I offer my analysis saying it actually demonstrates Y. My analysis is disagreed with but no coherent reason is given. Instead I am told, you don’t have the credentials to talk about this. The problem there isn’t me or my supposed lack of credentials. It’s the lack of a coherent rebuttal.
 

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