I'm not saying you should prefer this method of authorial content generation because it's more realistic. In fact my point isn't about authorial content generation at all. My point is about agency and the real world factors in because I'm using agency in the real world to compare your conception of agency to. And guess what? There is a noticable difference. Agency in the real world doesn't require you to have power over a particular thing whereas agency in your conception does. Take a dragon. You say the person that has no chance of killing the dragon has less agency than the one that can. But agency isn't about you achieving your goals, agency is about you having meaningful decisions. And even when faced with an unkillable dragon you have meaningful choices. Do I run? Do I hide? Do I bargain? Do I lure it away? Do I help others get away from it? Etc. All are meaningful decisions in relation to the dragon situation and it's that capacity for making meaningful decisions that is agency.
You are framing
meaningful choices in the dimension that
@Manbearcat calls
tactical (running, hiding, bargaining, luring away). Perhaps with a little bit of bleed into the
strategic (depending what exactly is involved in
helping others get away from the dragon).
Now in my experience of D&D play many of those choices are not actually meaningful, because the resolution is purely GM-decides, and so the real action is not
imagining and responding to the fictional circumstance but rather
trying to intuit what the GM has in mind as the solution to the problem. This is because D&D has traditionally had a fairly narrow suite of action resolution tools. (4e being an obvious exception, though even 4e might struggle with your dragon scenario if the PCs are low-level and the dragon is not.) For instance, in AD&D there is no mechanic for resolving
I hide from the dragon (the only hide mechanic in AD&D is thieves' hide-in-shadows ability, and dragons automatically defeat that ability at least within a certain radius), and there is no very robust mechanic for resolving I run from the dragon.
Bargaining and
luring away go straight to GM decides.
There are other systems that have more robust resolution tools. But that doesn't address the point, which I think
@AbdulAlhazred has most recently made in this thread:
why am I engaged with this dragon at all? This is the dimension that
@Manbearcat calls
protagonistic. If there is some dramatic or thematic explanation for that, then the question of "meaningfulness" is answered at that point without needing to elucidate tactical possibilities. Whereas if the answer is nothing more than
because that's what the GM decided today's fiction would be about, then we're back in the situation where it is the GM who is deciding what matters.
1 additional meaningful choice doesn't actually imply more agency, because agency isn't how many different meaningful choices you have the option of choosing between in a particular situation, it's whether you can make any meaningful choices in a situation.
Most serious academic discussions of autonomy and choice tend to take the view that autonomy depends upon a
sufficient range of (potentially) valuable choices. What counts as
sufficient is context dependent, obviously, but here's an example that I think most scholars would say
does not permit genuine autonomy or choice:
Do as I say or I will kill you!, from a person who does have you in their power and so can kill you if you don't do as they say.
But in any event, I don't think anyone in this thread is claiming to have identified
one additional choice that will move a RPG from a situation of
no player agency to
some player agency. In my case I've talked about
degrees of agency ("high" or "low"). And I think I've made it pretty clear what my basis is for making those judgements of degree.
Going back to your dragon example, a game could be something that even you would recognise as a railroad and yet permit at least some of the sorts of tactical choices you point to in relation to the dragon (eg hiding vs luring or distracting vs running away). Would that make it a high-agency RPG experience? Not in my view.