A Question Of Agency?

I do think it becomes more difficult. I would say that for bigger picture stuff I'm probably somewhat more guided by Apocalypse World style techniques in Stars Without Number.
I would say that this is what I am trying to do in Traveller. I'm not sure how successful it is being at the moment - I will probably know in a session or two!

(Btw, does Stars Without Number have FTL communication independent of starship travel? In Classic Traveller all FTL messages have to be carried by starship - which puts a limit on the ways in which I can announce future badness. If the future badness is the Imperial Navy turning up, it requires a bit of contrivance to have that take the form of news of their pending arrival rather than just their arrival.)
 

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Alas, by reputation and occasional citation only. It's a helluva broad field!
Yes, and no longer my field. But the "phenomenlogical" (if I can use that word) treatment of memory-as-a-mode-of-perception-of-components-of-self is something that I continue to find very interesting.

I think my background in late 19th century and 20th century empiricist-informed anti-Cartesian approaches to perception and to metaphysics (eg Language, Truth and Logic and later work by Ayer; Russell's neutral monism; related ideas coming out of the Vienna Circle; etc) is part of what informs my scepticism about a strong internal/external divide in RPG narration.

I've also noticed over the last 10 or so pages of this thread multiple posters rejecting the idea of a shared fiction. I think this somewhat solipsistic approach is at odds with arguments for publicity found (in various forms) in GE Moore, AJ Ayer, Otto Neurath and (most famously, though in my own view not most powerfully) in Wittgenstein. And beyond the "classical" thinkers found in Dummett and Putnam.

As the previous paragraph implies, I don't find the arguments against shared fiction very persuasive.
 

And I think here we bump into a fundamental issue over our uses of language. This isnt' at all what I would recognize as a railroad.

<snip>

But I can't say I've ever heard anyone call a GM having power over that setting element as features of a railroad.
I don't think the issue is linguistic. I don't think you're puzzled by my view. You just don't share it.

Not all disagreements are about the meanings of terms.

As a general rule, a railroad in the RPG context is an episode of play, or if your prefer a game/campaign, where the GM exercises undue/undesired control over the possible outcomes. As you put it,

Railroading is when the choices you make in the setting are being thwarted, so you are railroaded towards some adventure or outcome the GM wants.

My threshold for thwarting and probably also my view of what counts as a choice made in the setting is just different from yours.
 

I would say that this is what I am trying to do in Traveller. I'm not sure how successful it is being at the moment - I will probably know in a session or two!

(Btw, does Stars Without Number have FTL communication independent of starship travel? In Classic Traveller all FTL messages have to be carried by starship - which puts a limit on the ways in which I can announce future badness. If the future badness is the Imperial Navy turning up, it requires a bit of contrivance to have that take the form of news of their pending arrival rather than just their arrival.)

There are short range FTL comms (within the same system), but no interstellar comms.
 

There are short range FTL comms (within the same system), but no interstellar comms.
So how do you do interstellar transmission of bad news without the whole fleet turning up? I narrated an X-Boat transmission - I now have to go back over my starmaps and ship specs and try to construct a version of events that makes sense of that.

(eXpress-boats are Jump 4, whereas my armada is capped around Jump 2 and mabye slower for refuelling reasons, so I think I can make it work but it will take a bit of calculating to figure it all out.)
 

Yes, and no longer my field. But the "phenomenlogical" (if I can use that word) treatment of memory-as-a-mode-of-perception-of-components-of-self is something that I continue to find very interesting.

I think my background in late 19th century and 20th century empiricist-informed anti-Cartesian approaches to perception and to metaphysics (eg Language, Truth and Logic and later work by Ayer; Russell's neutral monism; related ideas coming out of the Vienna Circle; etc) is part of what informs my scepticism about a strong internal/external divide in RPG narration.

I've also noticed over the last 10 or so pages of this thread multiple posters rejecting the idea of a shared fiction. I think this somewhat solipsistic approach is at odds with arguments for publicity found (in various forms) in GE Moore, AJ Ayer, Otto Neurath and (most famously, though in my own view not most powerfully) in Wittgenstein. And beyond the "classical" thinkers found in Dummett and Putnam.

As the previous paragraph implies, I don't find the arguments against shared fiction very persuasive.

Yes, I find issues of interiority/exteriority interesting (in the etymological sense or inter + esse, ie being between). My research focus, though, is less rooted in the philosophical tradition than the implications for the literary tradition of Anglo-American nature writing.

Our shared academic interests and (often) similar perspectives on desiderata in gaming bring me back to @Bedrockgames's earlier statement (an ad hominem directed at my professionalism?) that I chose to ignore. Rather than saying that my gaming interests skew my professional objectivity, I would say, of course, all of us carry aesthetic preferences that skew our judgments, but in this case perhaps it's that my interests and experiences in thinking and analysis (I guess that's shorthand for being a professor?) inform my gaming preferences rather than Bedrockgames's hypothesis.
 

So how do you do interstellar transmission of bad news without the whole fleet turning up? I narrated an X-Boat transmission - I now have to go back over my starmaps and ship specs and try to construct a version of events that makes sense of that.

(eXpress-boats are Jump 4, whereas my armada is capped around Jump 2 and mabye slower for refuelling reasons, so I think I can make it work but it will take a bit of calculating to figure it all out.)

A ship needs to arrive first and relay it to the system's FTL comms.

Spike drill jumps in SWN are not super reliable. They require access to rutters (jump maps) and you may not always make your jumps successfully (even on a battle ship). Ships with access to secret routes can also make jumps other ships cannot. You can also cut jump times by trimming the course increases the risk of mishaps.

Also Stars lacks anything like the Imperium. It's a bit more lawless usually. You might deal with hegemonies and federations, but it's far more wild west than Traveller.
 

Fair enough, I just took a look at the article. My sense, and again I don't play video games, and haven't touched on since about 2010 (and was pretty out of the loop at that point already). So I am not getting the examples he uses (which could impact my analysis). My sense is the writer in this article is talking about something very different from what I am talking about. His definition of agency is: The player's ability to impact the story through the game design or gameplay.

Yes, I thought it was interesting to see someone examining a similar medium have a similar conclusion.

I know that you may not agree with that assessment, though. Which is fine.

It does make me wonder if....even though you may not play them anymore...if you think of video game worlds as real in the same sense as RPG worlds.

I think the use of the term story isn't how I would frame it, but I also understand some people simply use story to mean "stuff that happens in the game". However reading the article he seems to be talking about stories that are imbedded in play (with plot points and everything), and his use of agency appears to be the players ability to make meaningful choices within that story. I may be misunderstanding, but to me it doesn't sound like he is talking about open world play. Correct me if I am wrong there. I could be.

I don’t think you’re wrong. I think he’s using story as like a record of the end result of play. Which given the nature of video games, is probably more required. Even when games or open world, there tends to be expected routes.

I fond that this tends to be true of RPGs, too, though hopefully not as necessary, and ideally fairly infrequently.

But my whole approach to character agency is to not plan stories at all.

I do want to point out here that you’re describing character agency. Which isn’t really a thing. I think this is a big part of the ongoing frustration in the discussion.

I think someone earlier in the thread used character autonomy which seems to suit.

I point this out because agency has to happen at the player level. As such, it has to be related to the things a player can or cannot do.
And I think here we bump into a fundamental issue over our uses of language. This isnt' at all what I would recognize as a railroad. The GM deciding something about a detail in the setting, even something related to your character, or what you might be interested in, isn't railroading. Railroading is when the choices you make in the setting are being thwarted, so you are railroaded towards some adventure or outcome the GM wants.

So if a player says “My character is searching for his brother” and the GM decides that the brother is dead....how is that not thwarting what the player wants?

Maybe there’s a valid reason for the GM to do this, but I’m struggling to think of it.

One other thing I want to add...if this is an application of the term railroading that you’ve never encountered before, that may be fine....but I find the request to allow multiple definitions of agency but to only allow one for railroading to be a bit odd.

So let’s not get caught up on the label. You’re using a word the way it makes sense for you; allow others the same courtesy, yes?

Do you think that if a player said they wanted their PC to be searching for his brother, that a GM may be justified in declaring that the brother is dead?

How would you handle this as a GM? A character searching for their brother/father/teacher/whoever is a pretty common trope in all kinds of genre fiction. Has this come up for you? How have you handled it?
 

A ship needs to arrive first and relay it to the system's FTL comms.

Spike drill jumps in SWN are not super reliable. They require access to rutters (jump maps) and you may not always make your jumps successfully (even on a battle ship). Ships with access to secret routes can also make jumps other ships cannot. You can also cut jump times by trimming the course increases the risk of mishaps.

Also Stars lacks anything like the Imperium. It's a bit more lawless usually. You might deal with hegemonies and federations, but it's far more wild west than Traveller.
Stars without number is a great game.
 

If I were to evaluate exactly what is happening here based on the matrix (no matter how fallible) I've devised, it would look like this:

THE IYLLIC D&D SANDBOX

* Protagonist Agency for players is either (a) non-existent or (b) its relatively diffuse. In case (b) (where some or all of the PCs do have some kind of explicit dramatic need that play attempts to resolve), it is diffuse because (i) there are a huge number of dramatic needs within the sandbox and (ii) those must all be given expression through the GM such that (iii) there will be many, many moments of play that entirely unrelated to/not framed around resolving PC dramatic need. (i-iii) are necessary in concert so the dreaded "Rowboat World" doesn't materialize through play.

The "Side Quest" is the classical manifestation of this. Through the confluence of an accretion of "Sandbox Dramatic Needs" + "Side Quests (where resolution of those Setting Dramatic Needs are the focal point around which play orbits)" = "Rowboat World" is kept at bay.

For these games (like the one BRG seems to be representing), diffuse Protagonist Agency (which means both in total and for any given unit of play, PC Protagonist Agency is diminished or non-existent because resolution of Setting Dramatic Need is the apex play priority) is "a feature, not a bug."

BLADES IN THE DARK SANDBOX

* Protagonist Agency is central to every unit of play and the entirety of play in total. Although the Setting's Factions and the Setting itself has Protagonist Agency, the Players Protagonist Agency doesn't become diffuse. It just means that every moment of play will involve some collision of the Crew's dramatic needs with other Factions/Setting and, thus, play will orbit around the Crew's dramatic needs. There won't be "Side Quests" that are "PC dramatic need-neutral."

The skirmish over, let's call it, "Haunted Painting Incident" is a perfect example of this realized in play. Its also a perfect example of a player "grabbing The Situation Piece (and possibly grabbing the Setting Piece depending upon how the action resolution mechanics/fiction resolves)" in a way that isn't present in the Classic D&D Sandbox (again, hence the "scandal" over this).




Both Sandboxes.
Uh, No, that first one isn't properly a sandbox. At least not in the way it's been used in wargaming and RPG theory. Why? Because "quest" is not appropriate for sandbox. In a proper sandbox, there is no quest to be main nor side quest. There are things happening in the foreground, which players experience, and possibly things happening "off-screen" (for lack of a better term), which may or may not be immediately visible to players. There may be jobs to do, if one looks for them, but any quest cannot be side, because it's what is driving the interaction, and is set entirely by the player(s)

In a proper sandbox, the only thing special about PCs in setting is that, when none of them are in play, time stops for the sandbox. Unless, of course, the GM has established otherwise. (I had a campaign that, in between the 2-3 session annual adventures, time passed at the same rate as the real world, as an example.)

A well done sandbox is like a montessori method classroom: interesting things to do, and which ones you do is your choice, within the limits of available seating. Always more things than you can get to, so that even if one works ahead, there is always something left to do.

The moment the GM gets into setting quests for players, they've exited the sandbox mode into open world quest mode. It's different. It's a different flavor of agency as well, because once you start into side vs main quests, you get into story trumping the sandbox.
 

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