A Question Of Agency?

No. The argument is that we want games in which the players can contribute to the shared fiction. And that there are very-well established techniques, mechanical frameworks and principles that support that.

Another part of the argument is that there are many RPGers, especially those who are familiar mostly with D&D and its derivatives, who appear to freak out whenever those techniques, frameworks and principles are put forward: I've got in mind in particular responses to such components of 4e D&D as skill challenge resolution, magic item wishlists, player-authored quests and even Come and Get It.

The reasons for that response seem to be pretty consistent: any principle or technique or framework that allows the players to exercise control over the shared fiction necessarily limits the GM's control over it. So skill challenges limit the capacity of the GM to unilaterally establish consequences (especially failures); magic item wishlists limit the capacity of the GM to control the fiction of discoveries as well as the mechanics of PC build; CaGI limits the ability of the GM to unilaterally control the positioning, in combat, of NPCs and monsters.

If people want the GM to be able to exercise that sort of unilateral control well they can knock themselves out. But it makes no sense to assert, at the same time, that it is the player who is engaged in authorship.
And to the final step, it is makes no sense to assert somehow that the player in a game where the GM asserts control over all of this stuff offers the players the same agency in the game that, say, Dungeon World does. There is no sense to it at all, it is merest sophistry!

As near as I can tell the arguments amount to "I am always free to RP my character however I want" followed by "hypothetically there might be a rule in some narrative style game which impedes this" ergo "D&D has at least as much agency as X." (where X seems to be basically any such game). Not only are all of these facts extremely dubious on their own, but they don't even add up to an argument. Nor does the tactic of trying to split agency up into multiple 'types' and then only discuss one effect of narrative game X and compare whatever the conclusion is (usually incorrectly) with all of D&D anything but a type of category error (actually I'm not sure what the right term for this is, 'gerrymandering' is certainly being misused, but it seems apt).

The truth is, most modern RPGs provide players with some sort of concrete access to defining fiction, or at the very least constraining its definition in a way which enables them to have an incontrovertible say in what it is. That is a form of input into the game which is not present in D&D and other classic RPGs. Yes, you can role play in any game, but your ability to have it mean anything is strictly limited in classic play because the fiction off of which that RP must be based is not under your control, and it has no influence on the mechanics of the game whatsoever. In fact any 'agency' whatsoever accrued by a player by means of RP in this way, must be 'leant' to the them by the GM! Yes, they can pantomime, but so can I do that in Dungeon World (actually its hard, because if I do the GM better fold it into the fiction or else he's not doing his job).

This entire topic mystifies me. While I 'get' that people have preferences and whatever, I don't really think this is about preference. It honestly feels more just about a hard feeling. Like if I have another way to play, then I'm threatening the legitimacy of the way D&D works and thus it has to be attacked. Its a sort of base tribalism kind of thing. The preferences should be respected, but the rest of it? I'm reaching the conclusion that there simply weren't good arguments there. There is no 'there' there...
 

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The truth is, most modern RPGs provide players with some sort of concrete access to defining fiction, or at the very least constraining its definition in a way which enables them to have an incontrovertible say in what it is. That is a form of input into the game which is not present in D&D and other classic RPGs.
It has seemed as though most of the time when someone has said this, they have been referring to nouns. I think the fiction is at least as defined by verbs. Maybe there's some other disconnect?
 

It has seemed as though most of the time when someone has said this, they have been referring to nouns. I think the fiction is at least as defined by verbs. Maybe there's some other disconnect?
I'm thinking... ;)

Lets see... when you say 'nouns' I assume you mean 'in game things that are described as nouns.' I think that's a good bit of what gets incorporated. Lets see if I can think of a 'verb' example instead. I'm not sure I can. There are definitely adjective examples, like "actually its a flying robot sentry..." or something like that. Adverbs seem like pretty much just a syntactic variation of that. I guess maybe you could say something like "the wagon burns!" but it seems weak.

Honestly, though, I don't think the 'adding of things' is really the agency at all. It is the "alteration of the fiction in such a way as to create a material change in the position of the characters" which is REALLY where agency resides. That is the beating heart of it. Why do I want to inject hills to the north of the swamp I'm stuck in? Because I want out of the swamp! Or at least a choice of terrain to engage with. Maybe what I really want is to find the ideal spot for my wizard tower, and the middle of a mire is not promising, but a nice rocky hilltop sounds perfect. Maybe I want to acquire the next piece of the Rod of Seven Parts, so I start searching for a secret door which leads to its storage vault (which fiction already establishes must be nearby).

You can see how this all ping-pongs back and forth, in DW I'm going to probably 'find it' and then the GM is going to reveal that on the other side is... The Chaos Titan! Hey, that baby does loads of damage, he's 40' tall. Have fun!
 

I think the questions I posed were about exactly that. I don't think anything is apparent, and that's why I asked.
I have hard time seeing how it could not be a form of limiting agency.

So if it is up to the player where to assign these points, then placing them in valor means the player is saying "valor is important to this PC", right? So they can approach play knowing this is going to come up.....that when their valor is questioned in certain ways, they may feel bound to respond in a specific manner, unless they can either succeed at a roll to resist that, or spend a player resource to resist it?

Is that understanding correct?
Well basically. Though the resistance roll is kinda backwards, they need to fail at the virtue roll in order to not according the virtue. Not that it terribly matters. And of course you most choose at least one virtue to be high, you cannot opt out of this by just having low virtues.

Does it literally say that? It sounds to me like there is a check of some kind which may allow a PC to proceed however they wish, and then the player may also be able to use a resource to avoid that, right?
It is a dicepool system, and even one success on the virtue roll causes the compulsion. With three dice this has about 80% chance of happening. And the problem with using resource to overcome this is easier said than done. You have very limited amount of willpower points.



And if someone said that their character was valorous, and we trusted them to roleplay that, and they shrugged off every besmirching of their honor or ran from combat often.....aren't they actually saying that their character is not valorous? Aren't they actually NOT roleplaying?
But why would they do that? It would mean they're roleplaying badly and why would you roleplay badly? And if they indeed did all the time, then the GM could just instruct them to change their virtues, as they didn't obviously actually want to play a valorous person.

The problem with the system written that it is a completely context free compulsion. It doesn't matter what the situation is or how impossible the dare or the challenge. It also relies on rather specific interpretation of valour, coupling things that are not necessary related. A person who is unlikely to retreat from combat and feels honour bound to accept challenges needs not also be a person who accepts any crazy dare or wants to avenge every trivial slight.

And I remind that this part of the system is not supposed to represent anything supernatural, it is just a normal mundane personality mechanic.

Okay, so these elements are an important part of the game, it sounds like. I can see why this game might not be for everyone, for sure. But it also sounds to me like the players will know these elements going into the play, and will build their character in a way that their virtues or attributes will fit the way they'd like to play their PC, right? And then they have ways of mitigating any unwanted effect?

Again, it's hard to say, but it sounds to me like this game is simply enforcing roleplaying of the kind that seems relevant to the theme and genre. So if a player didn't want their PC to feel compelled to action based on honor, then the player would likely not place points in Valor. Does that sound right?
It is a crazy anime/wuxia/mythology/acid trip inspired game about demigodly heroes. It is supposed to be empowering. And sure, the limit break/curse mechanic is thematically important, but that the personality mechanics and the social combat kinda undermine it. Losing control due the curse is kinda big deal... except that you risk losing control all the time anyway. I suspect they just failed at tuning the mechanic. I think thematically the curse/ limit break thing would have worked just fine, if you could always suppress the compulsion from a virtue for free (without using willpower) but doing so would still give you limit break. (Though even that might me more than I like.)

But I say that knowing that I have an incomplete picture of the game and how it's meant to be played. My initial impression on this is that I'd likely agree with you that this is all a bit too much for my liking.
Yeah. a GM can mitigate it a lot, but by RAW it is pretty brutal.

I don't think in this case it would be so much about fixing as preventing.
What's the difference?

The system may not cause railroading, yes, but it does nothing to prevent it. That's my point. The system is vulnerable to railroading and force. It puts the onus on the GM to avoid doing these things.
Yes. Why is that a problem?

No. It does not do that, or not all of it. It says they have an emotional response, yes. However, it also says that their reaction is up to the player. It says that they should be honest about it, and roleplay accordingly. But what does that mean? It's up to the player to decide.
It forces an emotional reaction on you. You have control how to exactly interpret it, but still.

There is no difference between physical harm and emotional response in this way. Both are unwanted, both are imposed on the PC from outside forces, but the reaction to them is up to the player to decide.
They're different categories. I get to why this matters in a bit.

I honestly don't know. I haven't played Monsterhearts at all (the genre isn't my cup of tea). I agree with you that what they're going for is very genre-specific and that it fits. I don't know all the details that go into it, so I really can't say if this is all that big a limit on player agency. I don't think you and I agree about that because I don't agree that having consequences imposed on my PC is limiting my agency as a player; it's simply part of the game.

But the rule as described mentions Strings, and I don't understand their role in the game and how they come about. I'd likely need to know about those as well in order to understand the whole thing and evaluate it as a whole.
Yes. We might have exhausted the usefulness of discussing a game neither of us properly understands.

Blades in the Dark allows for mitigation of Harm through the use of Armor, and also through a Resistance Roll, which would most likely result in some accumulation of Stress. This is a player resource that can be used in a variety of ways, including reducing Harm as I've described.

It woudl seem to work remarkably similar to the willpower resource from Exalted. Odd that you view one as an increase in agency, but the other not as such.

Why do you think that is? Do you think it's because you've been conditioned to think of physical consequences to your character as being "normal" and a common part of a game, but mental or emotional consequences should be left entirely up to you?

Or do you think it's something else?
You are correct that 'increase' and 'decrease' of agency are relative terms from an assumed baseline. And that baseline is not some objective reality, merely a convention. As I said earlier, there could be (and there are) games where the player has complete agency over the physical integrity of their character; no physical harm can come to the character without the player's explicit approval. Now such games are rare, whilst games where the players have near complete agency over their character's mental faculties are pretty common. And now we get to why I feel you can't treat mental and physical in the same way. You obviously can have a RPG where the players have no agency over the physical integrity of their characters, mechanics or GM can inflict injury on their character, pretty standard. But you could even imagine a RPG where the players have no control over the physical actions of their characters. Quadriplegics sitting in a wheelchair, disembodied minds that cannot affect anything physical. As long as the characters can think and are able to communicate in some way, you can have a game. Rather limited, sure, but such a game could be played. And in effect such games are played pretty often. Ones where the characters just discuss, they have control over their bodies, but aren't really doing anything particularly important with them, just hanging out and talking. But can you imagine a roleplaying game where the players have zero agency over the mental faculties of their characters? Because I can't. It would not be in any way recognisable as an roleplaying game. So in that sense I feel that the player's agency over the character's mental faculties is more fundamental; there must be at least some amount of it for the roleplay to able to happen at all.
 

It might be helpful to frame some of these interactions in relation to D&D with house rules.

So let's say there's a D&D game with a house rule that says - upon their character finishing a long rest a player gains 3 points that they can use to add some fictional element to the game (restricted if it will impugne on any of another player's traditional D&D agency.)

This game has all the agency of D&D and additional agency of creating fictional elements.

But more agency alone isn't enough to make a better game despite some agency being required to have a game in the first place. Instead what makes a better game is if you like the game experience more.

So the more I'm thinking about it, all this talk of what is agency and what isn't doesn't actually seem very useful. It doesn't actually matter what is more or less agency. It does matter if it has the kind of agency that creates the game experience I like - but that's about the extent of agency mattering.

I've italicized and emphasized another misunderstanding: those who are advocating for "indie games" that allow for greater player agency are not arguing for universally "better" games! We're arguing for games that have greater agency; the fact that many of us like those games because of their greater player agency (ie may consider them "better," in the sense of meeting our aesthetic preferences) is absolutely besides the point.

But as to your subsequent point, "all of this talk" is useful in that those who may be frustrated by a given game's inability to deliver upon their (perhaps as yet unanalyzed) preferences may find a path of exploration that helps them suss out what they might enjoy about TTRPGing and its various possibilities.

I certainly know from my own experience that I could not achieve the kind of character-oriented play I was interested in, even serving mostly as a GM, until I was exposed to and had my ingrained frameworks challenged by this kind of discussion here.
 

Why do I want to inject hills to the north of the swamp I'm stuck in? Because I want out of the swamp! Or at least a choice of terrain to engage with. Maybe what I really want is to find the ideal spot for my wizard tower, and the middle of a mire is not promising, but a nice rocky hilltop sounds perfect. Maybe I want to acquire the next piece of the Rod of Seven Parts, so I start searching for a secret door which leads to its storage vault (which fiction already establishes must be nearby).
Sure. I guess I just think it's possible to DM 5E (because that's the version I know best at the moment) to be approximately as player-responsive in extent, if differently in kind as DW (because they really do work differently).

Why did the party choose to fight the mythic death knight in something an awful lot like a cage match?
 

I certainly know from my own experience that I could not achieve the kind of character-oriented play I was interested in, even serving mostly as a GM, until I was exposed to and had my ingrained frameworks challenged by this kind of discussion here.
And I have said before that while I don't think I ever want to play Fate at all again ever, I am a better DM in my 5E games for having run Fate for about a year. I think I'm an even better DM for having come to understand why I dislike Fate, Blades, AW, et al.
 

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.
Actually, no. You've been given multiple coherent responses but, because you stubbornly refuse to educate yourself about the topics under discussion, you have no means of understanding their coherence.
Further to this: I've posted multiple actual play examples from BW play and Prince Valiant play. And you appear not to have read any of them. You certainly haven't responded to them.
 

Further to this: I've posted multiple actual play examples from BW play and Prince Valiant play. And you appear not to have read any of them. You certainly haven't responded to them.
You're not directing this at me, but I have a couple questions about BW, if you don't mind. If you don't want to further side-side-sidetrack this thread, we could do it in DMs. It's not exactly mechanical, just questions about expectations, which I don't remember seeing answered specifically in the starter rules.
 

You're not directing this at me, but I have a couple questions about BW, if you don't mind. If you don't want to further side-side-sidetrack this thread, we could do it in DMs. It's not exactly mechanical, just questions about expectations, which I don't remember seeing answered specifically in the starter rules.
Start a BW thread!
 

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