A Question Of Agency?

I think in some sense you are correct. As long as players can make meaningful decisions in the game then the longer the campaign goes the more agency they are exercising, such that if the game went on forever, such players would exercise an infinite amount of agency.


I also think in some sense you are correct. As long as the GM is using force then the longer the campaign goes the more force he will have exercised, such that if the game went on forever, the GM would exercise an infinite amount of force. However, I would have to disagree with your final conclusion. In even the most force heavy games, players have some meaningful decisions they can make, and as noted above, if those games go on long enough as well then that's an infinite amount of agency.

All this leads me to the conclusion that a game where the GM exercises an infinite amount of force also can offer players an infinite amount of agency.

That is, the amount of force doesn't appreciably affect the amount of agency (assuming agency is being measured as the sum of all individual instances of agency). So let's drop out of the infinite a moment and start talking finite game lengths using this measurement of agency as I would like to show the results aren't appreciably different.

So in a finite duration game (where players can exert some agency) what are some ways we could increase the total number of instances of player agency?
1. Increase the duration of the game.
2. Increase the pace of the game.
3. *Transform instances of GM force into instances of agency (though this would change the trajectory of the game - which may also change the pacing or duration of the game - which could result in us measuring more or less agency at the end of the game).

What this means is that removing force doesn't necessitate an increase in the total number of instances where a player can exercise agency in a game - and that's true in both infinite and finite duration games.

So I ask is there a better way to measure agency? I think there is but I don't think many here will particularly like the conclusions my alternative measurement leads to either. So does anyone else have any recommendations?

I don't agree that your model is coherent here.

There are two ways to look at things that better model TTRPG play, agency, and GM Force.

Take a deterministic system.

Player agency is the parameters and initial conditions. They have complete autonomy over the system's output.

Now introduce some entropy into the system. This entropy is GM Force. Now introduce more entropy. And again.




Alternatively, take an American Football game. A game with ideal conditions (say, a dome), without a crowd, refereed perfectly/accurately will yield the players and coaches inputs (execution, gameplanning, and in-game adjustments is player agency here) as having complete autonomy over the system's output.

Now introduce referee error into the system. This referee error is GM Force. Now introduce more referee error. And again.




There is not a 50/50 split in either of these systems and, as you add more and more entropy or referee error, the parameters/initial conditions/players and coaches inputs become overwhelmed.

Again, in TTRPGs, its not just the 1st order effect of GM Force, its the knock-on effects that serve to amplify the current and downstream deviation from whatever was going to emerge without the Force...and amplify again, creating further deviation...and again...and again.
 

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I don't agree that your model is coherent here.

There are two ways to look at things that better model TTRPG play, agency, and GM Force.

Take a deterministic system.

Player agency is the parameters and initial conditions. They have complete autonomy over the system's output.

Now introduce some entropy into the system. This entropy is GM Force. Now introduce more entropy. And again.




Alternatively, take an American Football game. A game with ideal conditions (say, a dome), without a crowd, refereed perfectly/accurately will yield the players and coaches inputs (execution, gameplanning, and in-game adjustments is player agency here) as having complete autonomy over the system's output.

Now introduce referee error into the system. This referee error is GM Force. Now introduce more referee error. And again.




There is not a 50/50 split in either of these systems and, as you add more and more entropy or referee error, the parameters/initial conditions/players and coaches inputs become overwhelmed.

Again, in TTRPGs, its not just the 1st order effect of GM Force, its the knock-on effects that serve to amplify the current and downstream deviation from whatever was going to emerge without the Force...and amplify again, creating further deviation...and again...and again.
You seem to be describing a game in which players cannot make meaningful choices at all. Well I agree, in a system where players are deprived of all agency they will have none no matter how long the game goes on. But if they have even just a little, then the game going on longer gives them more and more opportunities to exercise it. I don't know of a single game that doesn't give players some agency. Even the worst railroads I've seen don't deprive players of all agency.

You used American football and bad refereeing as an example. But even in American football the mindset tends to be that you shouldn't have let yourself be put in a situation where a bad call could blow the game. That mindset is - exercise your agency and be up more next time so that you can prevent such things from mattering.
 

@Ovinomancer and @hawkeyefan: I really hope this doesn't come across as patronizing, which is furthest from my intent, but watching you two break the "mind-forg'd manacles" that limited your perspective in these discussions years ago has been a great pleasure and source of hope for me in these threads, even as occasional a participant as I am. It bears repeating: I don't think it's a coincidence that your actual play with game systems beyond D&D made this possible.
 

You seem to be describing a game in which players cannot make meaningful choices at all. Well I agree, in a system where players are deprived of all agency they will have none no matter how long the game goes on. But if they have even just a little, then the game going on longer gives them more and more opportunities to exercise it. I don't know of a single game that doesn't give players some agency. Even the worst railroads I've seen don't deprive players of all agency.

You used American football and bad refereeing as an example. But even in American football the mindset tends to be that you shouldn't have let yourself be put in a situation where a bad call could blow the game. That mindset is - exercise your agency and be up more next time so that you can prevent such things from mattering.

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I don't understand how you come to that conclusion? Without entropy or referee error (Force), literally the only thing is the agency of the the parameters/initial conditions or players and coaches (player agency and meaningful choices). How in the world are you processing that as no meaningful choices and complete agency deprivation?

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You're smuggling in something (the behavioral conditioning/hypnosis required of athletes/coaches to exclusively focus on their internal locus of control) that doesn't have anything to do with the actual inputs and outputs of the system. And I'll let you know (having been an athlete all of my life and at the collegiate level), focus on process, one game/play at a time, focus on "what you can control" is just secular religion. Its mental preparation to give you your best chance to win. It in no way is actual honest analysis on what is happening in the system. Athletes can't afford honest analysis because the moment they start being honest, they realize that referee error and other externalities have ENORMOUS impact on the trajectory of their play/careers...and that is an absolute death spiral of insecurity and despair. Save the honest analysis for when your career is over. While you're in it, its religion all the way down.

But we aren't "in it." We're outsiders performing a thought experiment. So smuggling in the religion of athletes/coaches is not only not useful...its actively harmful to understanding the actual machinery at play in a Football game. Anyone who thinks a bad call of Defensive Holding on 3rd and 17 in a one score game in the 3rd quarter isn't an enormous deal "because you don't want to put yourself in the position where referee error can significantly affect the trajectory of play" is either (a) peddling in obfuscation and religion (whether unknowingly or knowingly) or (b) doesn't understand the working parts at play.
 

@Ovinomancer and @hawkeyefan: I really hope this doesn't come across as patronizing, which is furthest from my intent, but watching you two break the "mind-forg'd manacles" that limited your perspective in these discussions years ago has been a great pleasure and source of hope for me in these threads, even as occasional a participant as I am. It bears repeating: I don't think it's a coincidence that your actual play with game systems beyond D&D made this possible.

No offense taken at all.

I’m glad that I’ve been involved in these discussions and listened to folks whose opinion didn’t match mine.

I mean....I’ve actually gotten something from these discussions and they’ve directly improved my enjoyment of the hobby.
 

@Ovinomancer and @hawkeyefan: I really hope this doesn't come across as patronizing, which is furthest from my intent, but watching you two break the "mind-forg'd manacles" that limited your perspective in these discussions years ago has been a great pleasure and source of hope for me in these threads, even as occasional a participant as I am. It bears repeating: I don't think it's a coincidence that your actual play with game systems beyond D&D made this possible.
No offense taken, but I reserve the right to disagree in the future!
 

No myth is not fertile ground for Illusionism -- it literally prevents it because the GM has no preplanned outcomes they need to Force onto players in a hidden way! No Myth explicitly means this.
But the difference exist only in the GM's head. No one else will know if the consequence they introduced was truly generated on the spot as response to the player's action or whether it was preplanned and they were just waiting for a convenient place to drop it in, and as they frame the scenes they have plenty of opportunity to make it very likely that an appropriate moment arises.

As for why the arguments I made no longer apply, it's simply because your, like I was, are looking at the single moment in play where the GM narrates either scene framing and/or failure states. However, these things aren't isolated -- they are embedded in the larger context which is player driven, not GM driven. The mistake made here is keeping the same ideas that the GM has the only authority over the setting and outcomes -- this is no longer true. Nor is the GM solely responsible for the obstacles faced. While this appears true, the actual truth is that the when the GM frames an obstacle it's a direct reaction to a player declaration. If you frame things that aren't part of the player declarations, it's obvious you've done so and a clear violation of the ethos and rules of the game!
I am not only looking at single moments, I'm looking at overall trajectory. But perhaps I'm missing something. In your example, who decided it was haunted mansion, who decided the guard was there and what kind of guard they were who decided what was in the room? How did the characters even end up in the room?

One of the other things I see you might have gotten wrong are the guidelines of the game. If you're still in D&D mode, guidelines are pieces of advice that GM is intended to ignore when they don't suit the GM. They're literally more suggestions than rules. This is not so in Blades -- these guidelines are how you are supposed to play the game at all times! Breaching a guideline intentionally is moving into bad faith play. These guidelines are actual rules of play. There's often a good bit of leeway in how you might use them, but you are to keep within them during play, not ignore them when convenient.
Yes, but a lot of them are still rather vague and open to interpretation. I did not even find any firm guidelines for which harm level GM should assign. Maybe I'm missing something here, as it seems rather arbitrary.

As for framing, of course it affects player behavior -- this is trivially obvious. However, the framing of the portrait in that case was a minor detail -- the focus was entirely on the guard. That minor detail became important not because I was making it so in describing it, but because a player had a goal that they thought they could turn that detail into.
I believe that you didn't intend to direct the player, but it wouldn't have necessarily looked any different if you had. This again is a difference that only exist in GM's head, only they know what they intended to do.

If it hadn't been described, that player would have looked for something else to do the same thing to because, as we discussed later after the session, they saw an opportunity in raiding Lord Scurlock's abandoned manor house as a chance to lift something that would aid them in their effort to get back into the University's good graces. If I had described a small statue, that would have been it. Had I not described something, the player would have asked after something, thus making it relevant and prompting me to narrate that something. I get that you're trying to say that placing the portrait drove the player to investigate it, so therefore it was the same as a GM driven game where the GM has pre-planned the portrait, but the fundamental difference here is that it was the player that wanted something and so latched onto the flavor description -- there was no plan by me that portraits in the manor were anything at all. Heck, if the player just wanted to take it for coin, it would have gone in a completely different direction!
The fact that the player could have poked some other object and that would have become important and caused some other, perhaps cosmetically differnt complication is what makes it feel to me that the player agency here is rather illusory. Except not really, because the players know it is an illusion... As a player this would bother me. It would bother me that I am obviously generating the imaginary reality which makes it obviously fake.
I am sure that a lot of people won't get this complaint, not all people think these things in the same way.
 
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I don't understand how you come to that conclusion? Without entropy or referee error (Force), literally the only thing is the agency of the the parameters/initial conditions or players and coaches (player agency and meaningful choices). How in the world are you processing that as no meaningful choices and complete agency deprivation?
Either the game is so screwed up by ref error that no amount of player/coach agency can change the outcome or it isn't. If it's not then the players and coaches still have agency. As long as they still have agency then the longer the game does on the more moments they will have to exercise that agency.

The only way you get to the state you are talking about is if you assume the game is already in an agencyless state.


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You're smuggling in something (the behavioral conditioning/hypnosis required of athletes/coaches to exclusively focus on their internal locus of control) that doesn't have anything to do with the actual inputs and outputs of the system. And I'll let you know (having been an athlete all of my life and at the collegiate level), focus on process, one game/play at a time, focus on "what you can control" is just secular religion. Its mental preparation to give you your best chance to win. It in no way is actual honest analysis on what is happening in the system. Athletes can't afford honest analysis because the moment they start being honest, they realize that referee error and other externalities have ENORMOUS impact on the trajectory of their play/careers...and that is an absolute death spiral of insecurity and despair. Save the honest analysis for when your career is over. While you're in it, its religion all the way down.
It's an acknowledgment that the team had the agency to win the game regardless of some egregious ref calls. They simply needed to play a little better. There's no dishonesty there, just a different perspective.

I'll give you an example of a theoretical time when that wouldn't be true. Suppose a sports team played a perfect game. That is they made no errors and played to the absolute best of their ability. Suppose then a ref makes some bad calls and they lose the game. That is an example of a game they had no agency in. That's an example of a game where they couldn't say they needed to play just a little better. But when reviewing this game you can see that the team had no agency because nothing they could have done would have mattered. But that's pretty much never the case in actual sports games. I've never seen a game where a team couldn't have played better and overcome whatever the refs throw at them.
 

I've never seen a game where a team couldn't have played better and overcome whatever the refs throw at them.
Game five of the National League Championship Series, 1997. Livan Hernandez was throwing to a strike zone that at times was literally three feet wide--so, of course the Braves struck out fifteen times against him. Now, he did it against the Braves, so I have no real complaints, but I don't think there was much they could have done with a strike zone that out of whack.
 

But the difference exist only in the GM's head. No one else will know if the consequence they introduced was truly generated on the spot as response to the player's action or whether it was preplanned and they were just waiting for a convenient place to drop it in, and as they frame the scenes they have plenty of opportunity to make it very likely that an appropriate moment arises.
This, again, assumes that you're playing in a more D&D style, where the GM anticipates things. The way that play of Blades so rapidly moves means prep is pretty useless to begin with, and prep that's you try to force into the play becomes obvious because it doesn't fit. You're still not adapting to the entire play process. I thought the same way, prior to gaining experience with it -- it's a natural thought if you haven't entirely moved the paradigm. I'll even say my first few sessions I was still trying to do things like this, but I quickly saw how that just didn't work out and fully adapted to the style. Now, it's not that I don't want it to be possible and am arguing to protect the game (I don't have much stake at all in this, I'm not stuck defending Blades at all), but rather I have the experience to say that this just doesn't and mostly cannot happen at all.
I am not only looking at single moments, I'm looking at overall trajectory. But perhaps I'm missing something. In your example, who decided it was haunted mansion, who decided the guard was there and what kind of guard they were who decided what was in the room? How did the characters even end up in the room?
The players did. Or rather, they decided to go after a cult doing creepy things, we did free form roleplay where they investigated where that cult my be by contacting a source in Six Towers (a neighborhood of Duskvol). From there, it was determined in play that the cult was there and the source knew where they were, but needed payment (the fortune roll was mixed). So, I decided that the source wanted something stolen from the cult's location in addition to what the PCs wanted to accomplish, to pay for his information. I then looked over the neighborhood description for Six Towers, saw Lord Scurlock's abandoned manor was a landmark, and pitched it. Here's the lore on the Six Towers neighborhood:
This formerly prestigious district has faded over the centuries into a pale shadow of what it once was. The eponymous six towers were originally the grand residences of Doskvol’s first noble families. All but two (Bowmore House and Rowan House) have been sold off and converted into cheap apartments or fallen into ruin and abandoned. The district has an empty, haunted feel, with many sprawling old buildings dark without power, broad stone streets cracked and buckled, and the fires of squatters rackling from overgrown lots.
And here's Scurlock's Manor:
Scurlock Manor. The Scurlock family came to Duskwall centuries ago and was once a great force in the city, before some curse or calamity befell their line. This tumble-down manor house and tangle of vines is all that remains of their original fortune. It’s said that a young nephew or cousin still resides there, but Lord Scurlock himself has moved on to finer abodes.
This is what informed the decision to use a cool landmark from the game -- "Bring Duskvol to life" -- and lean into the haunted nature of the neighborhood and Lord Scurlock's past -- "Paint the world with a haunted brush." I mean, haunted manors are solidly within scope of the game. Plus, the cult they were seeking had occupied play for the previous few sessions -- it didn't even exist at first, but the PCs' failures led to the addition of a cult, then the kidnapping by the cult of one PC's ally (a ghost), and then a demon got involved wanting this issue closed (am entanglement roll of "demonic notice" at a time where it fit perfectly), so the crew had a lot of motivation to do this thing. This entire quest line started with a job to recover some sets of alchemical notes that were driving alchemists mad (a rolled score, when the crew went to one of their contacts for a job). Everything else snowballed from there, as the system is built to do -- create complex stories from simple inputs and play.

As for who decided, I did, from player input. They chose to sneak into the manor, and had a great engagement roll, so the opening scene had to be Controlled, which means, usually, a foreshadowed threat rather than a present one. So, they entered the manor through an old servents tunnel (the player decided "detail" of the engagement), and that let out into a storeroom off of a hallway in the manor (I decided this, from the detail). Since Blades runs on obstacles, I am required to frame one in the opening scene, and start a new scene when one is played out. So, I narrated a guard being present and needing to be bypassed, but currently unaware of the crew -- hence a controlled situation completely grown out of many, many inputs, some decided immediately before (the engagement approach and detail and the result of the roll).

I anticipate that you'll try to point out this could have been planned in advance, but I'll go ahead and counter with asking you to plan something in advance for a Blades mission, and we'll see how well it survives the PCs choosing a score and approach and detail -- that it might theoretically perfectly play out so that pre-planning is even remotely relevant, much less useful, is very long odds.
Yes, but a lot of them are still rather vague and open to interpretation. I did not even find any firm guidelines for which harm level GM should assign. Maybe I'm missing something here, as it seems rather arbitrary.
So, for one, the SRD is very light. The actual rulebooks spends pages on these, and has examples to illustrate. Harm is presented in levels -- 1, lesser, 2 moderate, 3 severe, and 4 dead. These correspond nicely to the positions -- controlled, risky, and desperate. Dead is reserved for your second severe injury or fictional situations where the effect is very severe and foreshadowed. Given that the PCs can always choose to Resist, although that may take them out, it's okay to occasionally have such dire threats if it fits the game.

Again, remember you've read the SRD, which is very basic and covers topics just enough to get by.
I believe that you didn't intend to direct the player, but it wouldn't have necessarily looked any different if you had. This again is a difference that only exist in GM's head, only they know what they intended to do.
Oh, I assure you, it would have looked different. I would have played up the portrait more, making it more interesting than I did, and I wouldn't have included the guard as the primary point of conflict and interest in the scene. Had that player not had the motivation they did, it wouldn't even have been remarked on -- I add lots of color to my descriptions, and it's usually just that. Just because this particular piece of color caught a player's wants doesn't make it anything like what you're trying to claim it could maybe have been. This is a deep dive into Maybe Lake.
The fact that the player could have poked some other object and that would have become important and caused some other, perhaps cosmetically differnt complication is what makes it feel to me that the player agency here is rather illusory. Except not really, because the players know it is an illusion... As a player this would bother me. It would bother me that I am obviously generating the imaginary reality which makes it obviously fake.
I am sure that a lot of people won't get this complaint, not all people think these things in the same way.
Sure, that's fine. I don't think it works out this way -- you find something interesting and it's interesting, you're not checking with the GM to see if it's interesting or not. But, still, I totally get that you might prefer having someone else make that call so you can feel like you're exploring some reality. It's all still make-believe, though, so this is definitely a thing of how you're choosing to suspend your disbelief over what's the same thing at the end of the day, just with different people responsible for it.

This does go the agency point, though -- if only the GM has the say, then it should be obvious the players have less say. That's really the end of the point. You clearly think you wouldn't like having more of a say, so that's that -- you've got your value statement and it's a good one. The argument hasn't been about which is better in any way, but how it works.
 

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