@Manbearcat, I'm starting to work through your epic posts. I won't respond to everything because of (i) time and/or (ii) nothing useful to say.
I want to clarify (for others but also myself) when, at the actual game machinery/interface level, Character and Setting are just conceptually discrete things...but not actually discrete things. When is it not possible to "pick up the Character Piece" without simultaneously "picking up the Setting Piece".
It appears that in these conversations we've had over the years that some believe that its possible for "on the Venn Diagram of the Vector/Piece/Medium" that (at the actual GAME LEVEL) a player can nearly always just exclusively pick up the Character Piece and make a move without picking up Situation or Setting pieces.
I'm confident that isn't true
On this we're agreed. I think I push this harder then you do. It's what my example of the defeated/dead Orc has been about: the player declares an action (
I attack the Orc) and the outcome is a change in the fiction that goes beyond the character - ie now the Orc is dead.
Off the top of my head, the only exceptions I can think of are what I have called, upthread,
exploration-type actions that don't produce any change in the fiction beyond perhaps the mental states of the PCs, but only prompt the GM to share information with the players (so that what was a
private or
secret or
unilateral fiction becomes shared).
I would add that there is a classic flash-point here: the player declares the action wanting nothing more than information from the GM; but the GM adjudicates it in a way that also changes the fiction beyond the PCs' mental states. The best-known example is the
look for traps action that the GM adjudicates as
triggering the trap, but there can also be other forms of this - eg the player has the PC "hang out" (in a bar or whatever) to gain information/rumours and the GM responds with a substantive move (eg thugs turn up at the PCs' hotel room).
As far as "is it possible to not pick up the Character Game Piece (and again, this includes the here and now provisos) when you pick up the Situation or Setting Game Piece", I would say (a) its not terribly common and (b) some cases for it will be more tenuous than others.
Here are a few cases that I'm confident in.
* FitD Flashbacks always violate the now proviso and often violate the here proviso of Character. So those are always grabbing the Situation Game Piece and sometimes grabbing the Setting Game Piece (more on that below).
<snip further examples>
Thoughts (anyone)?
No dissent in relation to any of the snipped examples. I'm not fully persuaded by the [i[flashback[/i] example, though maybe I don't know the system well enough. I think that narrating something the character did
in the past can still count as manipulating the character in the shared fiction.
I was going to add: suppose that via a flashback you can bring it about that your valet left the useful widge at such-and-such a place, that
would be a clear example. But now I want to canvass the possibility that valets, gangs, henchmen etc are in a sense "extensions" of the character. If so, that also picks up some of the snipped examples (eg maybe Khan of Khans, maybe also though perhaps less so Lover in Every Port). Given the discussions in this thread about Circles etc I think this question of where the PC boundary lies can be quite interesting. In my Classic Traveller game, too, there are characters who are listed on the PC sheets, are - in D&D terms - something like henchmen, and who in play move very fluidly between PC status (players narrating what they do) and NPC status (me as GM narrating what they do).
I want to discretize Tactical and Strategic Agency and how this system/design actuates this in play. Yes, there will invariably be interdependence, but there are enough degrees of freedom at the design level that games like 4e D&D, Mouse Guard, and Dogs in the Vineyard (both predominantly Tactical games) are (a) meaningfully different than games that feature both (either in equilibrium like Blades in the Dark, elegant crawl games like Torchbearer, or wildly out of equilibrium at any given time like 1e/2e/3.x D&D)
I agree that (i) the tactical/strategic boundary is blurred and (ii) it is real. 4e has almost no strategic aspect to it - which is part of what makes it great!
Alright, a move in play to take apart. I think the Dungeon World Spout Lore move shares a lot in common with a Blades in the Dark Flashbacks, so I want to discuss that move.
My thought here is that you are treating
GM is obliged to take suggestions seriously as a manifestation of player agency. I don't object to that; I just think it's worth calling out as a distinctive technique which (to the best of my knowledge) reaches its high point of realisation in PbtA games.
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.
<snip>
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.
<snip>
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).
<snip>
This is a HUGE pivot point of this conversation. One side is saying that (to take this exact example) that the Blades Sandbox approach invests the Players with more Protagonist Agency. The other side is either (a) disputing this differential in Protagonist Agency (for reasons that aren't clear to me <snippage> OR (b) the other side is saying that a Sandbox (or play in general) that orbits entirely around Player Protagonist Agency is not desirable for them.
To me (a) is not defensible, but (b) is 100 % defensible.
Further, I'd say that another HUGE pivot point of this conversation is a player "Grabbing Situation Piece or Setting Piece".
One side says that a more prolific ability for player to grab those pieces means (a) more breadth (at least) of Tactical and/or Strategic Agency and (through this) (b) an amplification of ability to positively resolve Protagonist Agency (because you can advocate harder and better for your dramatic need...your dramatic need doesn't become more relevant because its at optimum relevance already...but your ability to have your advocation for it result in positive affirmation becomes more potent).
The other side (a) disagrees with this (one reason is because of a misappropriation and misapplication of The Czege Principle...which the intent is to substantiate the claim "Tactical or Strategic Agency is subordinated by the Schrodinger's Painting") or (b) doesn't feel this is desirable.
To me (again), (a) is not defensible, but (b) is 100 % defensible.
<snip
(b) in both of the above (x is not desirable) is precisely because it makes those people feel like it negatively impacts their play priority of experiencing this particular variety of Sandbox play. And if it does negatively impact their experience, that is 100 % defensible! But just say that!
All I would add to this is that the "profilicness" (maybe
proliferation) of player agency over situation and setting is constrained, in part, through topic or subject-matter based constraints: like if the GM has already announced that a bit of the setting exists, then players can work on that; but otherwise they can't. And if the work the players do can be correlated pretty directly to work their characters do, then it's OK; but otherwise it's suspect.
The independence of Protagonism and Tactical and/or Strategic Agency is a real thing. And I'd like us to recognize it and discuss it.
<snip>
Take the following two game realities:
1) 5e Adventure Path:
<snip>
No Protagonist Agency for the Players + the apex priority of play is the Protagonist Agency of the metaplot/setting (because when that makes "contact with the enemy" - the Players' Tactical and/or Strategic Agency - one survives...one is subordinated).
2) My Life With Master (if you're not familiar, think of it as a game of Cthulu where (a) the game is actually about the PC's dramatic need and (b) instead of just characterizing your PC's descent into madness, you actually have an extremely small, but persistent, profile of Tactical and Strategic Agency that will actually affect the end state of the game).
* Players have total Protagonist Agency.
* The footprint of Players' Tactical and Strategic Agency is miniscule (particularly compared to every moment of 5e where GM Force isn't deployed)...BUT...it is never subverted by GM Force.
There are vast differences between (1) and (2) above. Then you get to Blades in the Dark and Torchbearer where all 3 are in extraordinary equilibrium and "play priority warfare (where someone has to exert Force)" never manifests. That is, as much as anything, why I think a matrix like this is helpful.
This is interesting. Using your matrix/schema, 4e D&D, Burning Wheel and Prince Valiant all tend to downplay strategic agency (ie the GM is in charge of scene-framing) in order to allow tactical agency and protagonist agency to co-exist. Of the three systems, BW puts the biggest pressure on this because it does have some long-term stuff (recovery of injury, recovery of resources, training) - unsurprisingly, you would probably say, this is the bit which in the Adventure Burner/Codex discussion has the highest degree of
GM, sort it out in a fair way!
Prince Valiant is at completely the other end from BW (to the extent that the two systems probably illustrate two ends of a continuum within the
high tactical, high protagonist, low strategic agency cluster of RPG designs) - even injury and healing, which is sacrosanct in so many RPGs, is almost entirely at the GM's discretion. And of course I've already described upthread how irrelevant map-and-key resolution of travel is in this system.