A Question Of Agency?

Right! The player is doing something outside of the character by establishing some fiction, but the character is perfectly situated in the fiction. This is an argument that the player should not have these abilities to establish any fiction -- that this is only the GM's purview. Arguing that this is somehow meta to the character, though, is odd, because from the point of view of the character (if such a thing could be said to exist), there's no weird here at all.

In other words, let's drop the obfuscation that this is about keeping the character situated firmly in the fictional world and recognize that it's really about who has agency over the fiction where.

I think there's a different view of character creation and what a character is going on here.

The perspective where it feels more immersive to be able to call friends and contacts sees the character as more than the physical body, but also as a person with relationships and ties to the world. That acting comfortably in that environment means calling on those ties.

It also somewhat based on the idea that creating a whole person is a more active process. It is not complete before play starts, but is something that happens on regular intervals. The act of playing a character is actively creating the character.

This conception is also somewhat at odds with the fun of play being exploration of a GM's prepared material.
 

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I think you do a disservice to my side if you don’t separate that out. It’s been one of the most reoccurring points this whole thread.

Now whether it’s a separate category or a subcategory I’m not as sure on.

<inclusion because lack thereof is a> "Disservice to <x/y> side" is a partisan position. What I'm looking for is a testable, empirical claim with supporting evidence. I think I may be in the ballpark of being able to make that case, but I'm not certain (hence putting it out there in the wild for others to support or push back against it).

If you encountered someone who either (a) had never played TTRPGs or (b) was trying to design a new TTRPG and you had to make a firm delineation where Character is an exclusive Medium/Vector for agency (capable of sufficiently separate from Situation and Setting to warrant its own classification)...what would you say to them?
 

I think you can definitely move 5e more towards a group based adventure oriented sandbox. I have several games I would put above it on that list, but with a decent amount of effort it can work.

When it comes to more protagonist oriented play it has things actively going against it. First of all characters in most iterations of D&D feel like space aliens to me. They have barest of connections to their environment. Backgrounds are a plus here, but are firmly in the past. Characters are unmoored. Secondly characters are entirely too specialized in 5e. Outside the confines of a group characters are not very capable of making their way through their environments.

That's not really criticism from my perspective though. The game is damned good at what it does. So much that it's fairly resistant outside of that area of strength,

Yeah, the main thing with trying to shift the game toward more player directed play is to somehow come up with existing connections and goals that give the PCs a sense of place in the world. The Background does this a tiny bit, and the Bond can potentially add a bit more, but these are like bare minimums.

For me, our 5E game started off with the adventure from the Starter Set, and when everyone said they liked the game, we continued, so that became a big part of things. The town of Phandalin and the people there became foundational to everything that followed. They started a trading company and sought to expand, and that's been a main theme all throughout.

We also folded in a lot of existing lore from our previous campaigns, going back to our earliest days as a group together, which was at the time that 2E first appeared. So there was blatant nostalgia going on in that sense, but it hooked them and motivated the players and their characters in interesting ways.

There is still a central threat, or Big Bad, that they're working against, so that's a pretty classic GM driven element, but when and how they engage with that is largely up to them.

A lot of this is loose. I don't have formalized mechanics. Honestly, most of it is just a longstanding group whose members are familiar with each other and who trust each other playing the game the way they want. It's a case of the social contract overriding the game and allowing things to be this way. This is what blinded me to a lot of the flaws of 5E and I expect is why many people think that the game "supports" more than one style of play.

I don't think most people would think that an example of "supporting a playstyle" would be to "actively ignore almost all the advice in the books and many of the rules and expectations".

I actually have the opposite opinion of PF2. It's terrible at adventure paths. It's pretty strong at providing a skilled play environment and it's more broadly capable characters can excel in games that drift more towards active protagonism. It's not good for GM plots in my opinion even if it's what they have been trying to sell.

I grew to dislike Pathfinder 1 so much that I have no desire to try Pathfinder 2. I'm surprised to hear that it leans more toward skilled play though, and away from Adventure Path style play. Why do you think this?

What, how, why? What would you need to moor them?

Because people tend to be moored? Most folks have connections and relationships and goals and so on. Having game elements that emulate that can help. Yes, this can be done without rules.....but it can also not be done. As I said above the "Bond" bit from 5E is pretty weak. Other games require a far stronger connection to be offered, and usually give it more weight through mechanics connected to it. Certainly more than "if you play your character like the Bond you've chosen matters, you get an inspiration die".

When a game specifically tells you to do something, it's usually an indication that thing is an important part of the experience. The same way that XP is a strong indicator of what a game is actually about. These things being mere suggestions rather than specifically stated requirements shows that there are not essential.
 

<inclusion because lack thereof is a> "Disservice to <x/y> side" is a partisan position. What I'm looking for is a testable, empirical claim with supporting evidence. I think I may be in the ballpark of being able to make that case, but I'm not certain (hence putting it out there in the wild for others to support or push back against it).

If you encountered someone who either (a) had never played TTRPGs or (b) was trying to design a new TTRPG and you had to make a firm delineation where Character is an exclusive Medium/Vector for agency (capable of sufficiently separate from Situation and Setting to warrant its own classification)...what would you say to them?
I’d just point out that some games give you agency over just the character and others the character and the setting. That to me is enough to make the concept be worth differentiating. Especially when coupled with the fact that my side swears that this vector is perhaps the most important for differentiating the games they prefer from the others.

In the worst case that makes character agency a subset of setting agency. So let's assume that's the case. Being a strict subset of setting agency vector doesn't preclude items in the character agency subset and non-character agency subset from being behaving and even being valued differently in analysis. At this point though - I'd suggest you would drop setting agency and talk about setting based character vector and setting based non-character vectors.
 

Character Agency - The PC is here. The time is now. The relationship of relevant objects (including the PC themselves) within the gamestate are thus. Without changing any of here, now, and thus for any given action declaration, make a move where either/or/both here and thus are changed (now will fundamentally change because time will have moved forward after the action declaration).

Situation Agency - The immediate conflict is x, the corresponding stakes are y, the relationships of relevant objects within the gamestate are z. Make a move that affects either/or/both y or z, which will in turn impact certain qualities of x (the level of danger, the participants, the prospects of success).

Fighters and Battlebabes in Dungeon World and Apocalypse World can extend their reach beyond the immediate fictional positioning restraints of their character to interact directly with the situation to impose change via Through Death's Eyes and Visions of Death (make a move that will create "death by fiat"). Further, 4e Fighters can do similarly with Come and Get It. FitD Flashbacks enable this as well (suspension of present constraints on fictional positioning to propose a change at the Situation level).

There are plenty of other examples of this in games.

Are the distinguishing components of these moves (and the way they distinguish, say, a Moldvay Basic Fighter froma 4e Fighter or an AW Battlebabe) sufficient to require Character as a medium/vector separate from Situation?

I'm putting that to jury for thought

I'm trying to come up with an example that fits your Character Agency above, but not your Situation Agency, and vice versa....but I'm struggling to do so.

My 4E experience is limited, but I'm thinking of Come and Get It since you mentioned it, and it seems to be an example of both. Likewise, a Cutter calling for a Flashback in Blades would seem to fit both, depending on the details.

I'm not sure if I'm just not looking at it correctly, or if that means that there isn't much reason for the distinction?
 

Because people tend to be moored? Most folks have connections and relationships and goals and so on. Having game elements that emulate that can help. Yes, this can be done without rules.....but it can also not be done. As I said above the "Bond" bit from 5E is pretty weak. Other games require a far stronger connection to be offered, and usually give it more weight through mechanics connected to it. Certainly more than "if you play your character like the Bond you've chosen matters, you get an inspiration die".
The claim was that 5e works against the character's being moored, it does not. If you want a camping where the characters have a lot of established connection in the setting and will create more, you can do that just fine. This is again wanting to have rules for stuff that needs no rules. A lot of this thread is about people wanting the games to have rules that force them to be played in certain way, instead of just people choosing to play games in that way.
 

<inclusion because lack thereof is a> "Disservice to <x/y> side" is a partisan position. What I'm looking for is a testable, empirical claim with supporting evidence. I think I may be in the ballpark of being able to make that case, but I'm not certain (hence putting it out there in the wild for others to support or push back against it).
It doesn't work that way. These are all just social constructs. If a lot of people perceive there to be a meaningful difference then a classification that recognises that difference is useful to have.

If you encountered someone who either (a) had never played TTRPGs or (b) was trying to design a new TTRPG and you had to make a firm delineation where Character is an exclusive Medium/Vector for agency (capable of sufficiently separate from Situation and Setting to warrant its own classification)...what would you say to them?

Not that explaining the difference between character and setting agency is difficult, assuming that the listener is not actively hostile to the idea of drawing that distinction in the first place. I saw recently this article about the difference between roleplaying and storytelling games linked on RPG.net, I think it is pretty relevant to the a lot of the discussion that has been going on here:
Roleplaying Games vs. Storytelling Games
 

The claim was that 5e works against the character's being moored, it does not. If you want a camping where the characters have a lot of established connection in the setting and will create more, you can do that just fine. This is again wanting to have rules for stuff that needs no rules. A lot of this thread is about people wanting the games to have rules that force them to be played in certain way, instead of just people choosing to play games in that way.
I mean murderhoboism is a thing and I'd say that's typically how 5e looks when the characters are extremely unmoored. In practice most characters aren't murder hobo's but they aren't very moored either.

I think saying "5e works against mooring" and "5e doesn't do anything for mooring" is essentially the same thing. The reason for why is the same, there's no rules or guidelines to enforce this. It's just there's a different default starting point. It's more like you are looking at the front end of the elephant and him the rear and both trying to describe an elephant with just that vantage point.
 

I'm trying to come up with an example that fits your Character Agency above, but not your Situation Agency, and vice versa....but I'm struggling to do so.

My 4E experience is limited, but I'm thinking of Come and Get It since you mentioned it, and it seems to be an example of both. Likewise, a Cutter calling for a Flashback in Blades would seem to fit both, depending on the details.

I'm not sure if I'm just not looking at it correctly, or if that means that there isn't much reason for the distinction?
Your blades flashback mechanic fits situation agency but not character agency. The "time is now" portion excludes it from being character agency.
 

The claim was that 5e works against the character's being moored, it does not. If you want a camping where the characters have a lot of established connection in the setting and will create more, you can do that just fine. This is again wanting to have rules for stuff that needs no rules.

I'm sure @Campbell can clarify himself, and much more succinctly, but I think it's the idea that the absence of these things from the game make it clear that they are not essential. They don't need to be present. If something doesn't need to be present, how important can you really claim that it to be?

Yes, you can add these elements. I described my 5E game where we did exactly that. But the system does NOTHING to support this. It works only because my players and I make it work. I would also say that some of the rules get in the way.

This is why I mentioned how having actual rules or attributes of your PC that are required and giving those some weight speaks to their importance. Just as the award system of a game will tell you a lot about what it's about, so do other rules.

The fact that all you get in 5E as written for actually role-playing your Traits, Ideals, Bonds, and Flaws is an Inspiration die (most likely to be used in combat) and not XP is very telling, isn't it?

A lot of this thread is about people wanting the games to have rules that force them to be played in certain way, instead of just people choosing to play games in that way.

I would rephrase that a bit. It's not about forcing a certain kind of play....it's about actively promoting it. Saying "this game is about X".
 

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