The only issue with this is that it moves the players from character advocacy into story advocacy. If this isn't a concern, then no problem. I like both, but prefer them separate, kinda like how I enjoy a salad but don't want any veggies on my burgers.
I don't mind players exercising reasonable situation agency. It saves me having to parse their intent...
Player Agency is required to some degree to have a role in the story...
Player Agency requires limits to be a game and to be useful.
Player agency over character capabilities and nature is almost always limited. Otherwise, you get Callahans¹ on LSD.
Player agency over character attempts is vital in RPGs where the characters are personally owned, but it need not be unlimited.
Most games do not grant ungated player agency over outcomes - that's what rolls/cards/point-spends/budgets are for.
Player agency over situations is highly variable in value.
If it's limited to starting situations, it can get buy in. That's a default mode for many Fate games.
If it's active with rolls, as in BW with Circles and with location-based wises rolls, it's useful but can step on others' toes.
If, like Burning Empires, it's a budgeted resource, it's powerful for getting what the player wants done attempted... and since BE, like BW, is fail-forward complicated-successes in many cases....
Burning Empires has a scene budge system...
Building Scenes a player frames for his character, and at their discretion, others, and up to 3 actions requiring rolls. (those actions are big-sweep things, like marshalling your troops for a battle, or installing backscatter radar scanners on the castle.)
Color scenes are in character monologue or description. It can set up for providing help but cannot itself do anything requiring a roll.
Interstitials (poor name, IMO) is a scene with two or more characters interacting. No rolls allowed.
Conflict Scenes: use Duel of Wits, I Corner Him and Stab Him With My Knife, or Battle sequences.
Each session, each player gets 1 color, 1 interstitial, and either a building or a conflict scene.
The GM gets 1 color per figure of note on the opposition not played by a player, as many interstitials, and as many building scenes, but may swap 1 (and only 1) builder for a conflict scene.
Each scene is framed by its owner, with some caveats:
- If you're doing a color scene, you may invite others to be present, but they have to agree. Other scenes, you may invite, or may force them.
- If you want to force someone, that's a circles roll. They get to oppose it. And one Circles roll doesn't actually count against the rolls limit.
- The table can override the framing if it's way out of line...
- You cannot force a conflict.
Burning Empires, page 292:
When to Roll: Vincent’s Admonition
I’m going to paraphrase a friend here. I call this Vincent’s Admonition. In his game, Dogs in the Vineyard, Vincent Baker articulates a convention of Burning Empires so well that I’d rather use his words than my own. He says: “Every moment of play, roll dice or say ‘yes.’”
What he’s saying in that brilliantly succinct statement is: If it’s not a conflict—if it’s not important to the character’s Beliefs, traits, relationships, etc.—then agree with each other about how cool it is, but move on. It’s color or an interstitial. Unless there is something at stake in the story you have created, don’t bother with the dice. Keep moving, keep describing, keep roleplaying, but as soon as your character wants something—needs something—that he doesn’t have, that someone else has, jump into the conflict and roll the dice.
Flip that around and it reveals a fundamental rule in Burning Empires game play: When there is conflict, roll the dice. Roll the dice and let the obstacle system guide the outcome. Success or failure doesn’t really matter. So long as the intent of the task is clearly stated, the story is going somewhere.
I Won’t Fight You
If a player finds himself heading toward a conflict he doesn’t want to be in, he has three options. He may either escalate the conflict and change the nature of it, accept the intent of what the other player wanted or walk away. If he walks away, he may have escaped trouble, but his scene is over: no more discussion, argument or debate.
There’s No Conflict
If during the course of a scene a player wants something, but there is no conflict—no risk—say, “Yes, sure, of course,” and move on. Keep moving until there is a risk or a conflict—until the player says “I want this” and you have to say, “No,” or, “Only if you accept this!” Then it’s time to move to the dice.
Note also: Anything that affects another's abilities or status requires a roll.
The combination makes for a lot of agency - but it also makes the game harder to play, because you cannot force a conflict. Nor even force someone to be set up for a conflict.