A Question Of Agency?

One of the things I like about the OSR is it hasn't really embraced an explosion of jargon. There are a major terms that matter, and often there is more than one word for it. What is usually important is the concept more than the language I think. But within the OSR, within the side of the hobby that I am from (and I honestly am not sure the best way to characterize that) my view has always been we should be very slow to build new language (and what language emerges should be honest and organic). Sometimes you have to come up with a term to convey an idea. That is fine. I don't have a big issue with individual writers describing their style in such a way.
All the best, but there may be some confirmation bias and emotional investment in OSR at play here, so the amount of OSR jargon out there may actually be something of a personal blind spot. Happens. I think that there's a bit more OSR jargon than you perhaps realize, which is something I only noticed once I got into reading more OSR material for myself. I also notice it on social media platforms like Twitter and Discord watching discussions between OSR vets and newcomers.

What I think becomes a problem is parts of the hobby having such specialized langauge, that they are impossible to understand. And I can tell you honestly there are posters here who, because of the jargon they use, I find almost indecipherable.
It's clearly cipherable or otherwise people who were once opposed to this jargon and way of thinking would not be using it now in this thread and advocating for such an understanding.
 

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If I understand you, here is how I would describe our style: setting and action focused. We being with the flavor, the setting details, and the mechanics are in service to that. The mechanics themselves don't need to be fun or interesting on their own (in fact, if mechanics are a mini-game themselves, we often dislike them). We do like mechanics though. We are looking for smooth, streamlined, easy to deploy mechanics that reflect what is happening in the game and don't interfere with it.
So basically Dungeon World? That description feels exceptionally generic and could well describe a great number of games outside of your preferences.
 

So basically Dungeon World? That description feels exceptionally generic and could well describe a great number of games outside of your preferences.

I am just trying to put more objective language to this statement: "lazy evaluation of a function. Meaning delayed until absolutely necessary. I meant no particular judgment in that. As contrasted with active engagement where picking up the dice and engaging with the game's mechanics is an exciting part of play."
 

If I understand you, here is how I would describe our style: setting and action focused. We being with the flavor, the setting details, and the mechanics are in service to that. The mechanics themselves don't need to be fun or interesting on their own (in fact, if mechanics are a mini-game themselves, we often dislike them). We do like mechanics though. We are looking for smooth, streamlined, easy to deploy mechanics that reflect what is happening in the game and don't interfere with it.

I do not view this as a neutral frame either and that is a good thing! I get to know what you think and have a conversation with you we would otherwise not get to have. There's no miscommunication. We both know exactly what each other means. This is what I want in discussions. We say things. We do not agree with each other. We hash stuff out and try to come to some shared understanding. If we cannot we walk away.

"Neutral" framing is the stuff of debates where I try to take the emotion out of the conversation to score points. That's dreadful. I still have opinions and feelings either way. I should not mischaracterize what you say or be disrespectful to you, but if I am not an honest broker of my perspective then I am doing you a disservice.
 

I am software engineer with a business degree working in the medical billing industry. I live and breathe in complex sets of specialized vocabulary. Some of it quite opinionated and do not mind engaging in a robust discussion of opinions.

This definitely does possibly explain some of our differences. I may simply not have much interest in the kind of exploration and approach you would have with games. My background is in history and philosophy, music, writing, things like that. My campaigns feel more like history than like stories. I know almost nothing about computers and software
 

I do not view this as a neutral frame either and that is a good thing! I get to know what you think and have a conversation with you we would otherwise not get to have. There's no miscommunication. We both know exactly what each other means. This is what I want in discussions. We say things. We do not agree with each other. We hash stuff out and try to come to some shared understanding. If we cannot we walk away.

"Neutral" framing is the stuff of debates where I try to take the emotion out of the conversation to score points. That's dreadful. I still have opinions and feelings either way. I should not mischaracterize what you say or be disrespectful to you, but if I am not an honest broker of my perspective then I am doing you a disservice.
It may have been someone else. But I could have swore that earlier in the convo the got quite aggravated at the way your position was framed by others.
 

I am just trying to put more objective language to this statement: "lazy evaluation of a function. Meaning delayed until absolutely necessary. I meant no particular judgment in that. As contrasted with active engagement where picking up the dice and engaging with the game's mechanics is an exciting part of play."
If I may, it seems more accurate to say that you are using more positively framed language rather than "more objective language," which is a dubious claim to be sure.

Also, again if I may, I would add and emphasize the interaction with "skilled play" in your prior statement. That is, the idea that skilled play through fictional positioning has the potential of bypassing the dice or other mechanics.
 

My impression is that @estar has a less fully developed, or less fully articulated, conception of GM agenda and principles.
I don't know how to make it clearer, I am a referee who allows his players to "trash" his setting. That they are free to pursue any goal within the setting as their character that they find interesting regardless of what I had prepared or had conceived. The only limit is what their character can or can't do within the setting given what been described about the character. For example what a 3 Strength is capable of compared to a 18 strength.
 

If I may, it seems more accurate to say that you are using more positively framed language rather than "more objective language," which is a dubious claim to be sure.

Also, again if I may, I would add and emphasize the interaction with "skilled play" in your prior statement. That is, the idea that skilled play through fictional positioning has the potential of bypassing the dice or other mechanics.

Fair enough. But my point is if you are framing one approach positively, one negatively, it is a little hard to take your analysis as objective (and many people on this thread do just that when they talk about their assessment of our playstyle: I am not attacking your playstyle, I am just analyzing it). My point is a lot of the language here is indicative of bias. Again one approach is described as lazy, oe as active engagement. That isn't a sound foundation for understanding what makes these styles different. It is a short step from there to 'one style is wrong and one is right" because nobody is going to want to be part of a style that gets fixed with a negative tag like lazy (but most active engagement sounds pretty nice)
 

Really? That how my point is going to be dismissed? Because I choose to deal with the issue being raised in this thread by having the group talk about and more importantly establishing an atmosphere where everybody feel comfortable pitching in.
Um, I specifically talked to why I disagreed, which is not dismissal, it's engagement. I'm sorry if you feel attacked, that's not at all my intent. I'm being 100% honest when I say that you appear to run a fun game for your players that they seem to enjoy (seem only standing in for the fact that I don't know them or you, and can only judge from appearances). And, to me, that's the only goal of a game -- did you have fun?

This thread, though, is talking about how games work, and doing so in a way that's broader than any one specific game, although we're using examples to showcase differences. Your providing of your play was fantastic -- thank you very much! It's a great way to look at how your approach functions within the discussion of agency. It's a pretty straightforward approach -- a tweaked version of an approach that's been around for awhile -- and you clearly love it and enjoy it, so it's absolutely the right approach for you and your table. It's a lower agency that some other games, and higher than others. This thread is about looking at relative agency, the sidelines about definitions aside -- those are mostly trying to establish a framework where the definition of agency means that games people play cannot be said to have less agency that other games, an objective I don't understand at all. And I don't understand it because I love playing games that I can say, without reservation, feature less agency than other games. I also enjoy games that feature more than others. It's not a value statement.
Definitions and philosophy aside let's talk specifics. In your mind what I or any other participant are able to do that my take doesn't offer? What agency they have?

For example under my approach,

Player A: "Hey wouldn't be cool to have a campaign where everybody is part of a temple?"
Me: "Yeah that sound cool. Everybody good with that"
Group: "Yeah that sound fun."
Me (to Player A): "Do you have any ideas on what kind of religion the temple is part of?"
Player A (and Group): Have a discussion about which religion I have in my setting would be fun to roleplay. Settles on the Goddess of Justice.
Me (to Group): "OK here the material I have currently on Delaquain. It a bit thin in these area especially on temple life. If you have any ideas this a good time pitch them."
Player A and C: "We have some idea, we will work on it over the week and get with the group to see if it works out."
Me and the Group: "Sounds good"

Following that we hash out those details and then the players generates characters and their background. I answer any questions they may have. I in turn will generate the specifics of life around the temple incorporating the details the player come up with along with my own ideas. Then after the backgrounds are done, I incorporate those details.

Then the next session we start playing and I describe the initial circumstance and we go from there using the process I described in earlier
posts on this thread. Incorporating feedback from the players and the group along the way.

The "product" of doing things this way is some background on the setting, background on main locale the temple, background on the religion, and each of the character background which will have elements involving temple and religion and elements that involve the larger setting.

Contrast this with an example of the other approaches you talk about. If it helps it doesn't have to involve character centered around a temple.
And, that looks grand for the approach you're taking, but you're talking about letting players choose parts of the setting prior to play, or at specific points in play where such is allowed. After this, though, it's your evaluation of this. A game like Blades in the Dark is fundamentally a different beast. To give a quick example, the main part of the over-arching play loop is the Score. The Score is the part of the game where the players' characters engage in a heist or similar style operation. The players select the target of the Score -- whoever they want, although usually this serves a purpose, and the goal of the score. They then select an approach -- Stealth, Assault, Con, Smuggle, etc -- that best describes the general way they want the score to be done. Then they pick a detail -- each approach has a required detail. For example, Stealth has the required detail of point of entry -- where do you sneak in? Okay, so, NONE of this is up to the GM. The GM cannot refute or say no to any of this, including the detail of entry -- the players literally get to state a fact about the target of the score that is true. What the GM does get to do is run through this and discuss it with the players to determine if the plan is simple or complicated, if it targets a strength or weakness of the target, and if the Crew has anything that aids their approach. These all earn or lose dice from the Engagement roll, which is a special role that determines how the Score starts -- a good roll might have the PCs be well into the Score before encountering trouble, a poor one has issues cropping up immediately.

This is a lot of agency for the players that's almost completely unmediated by the GM. The playloop in the Score also has a lot going on for the PCs, and I've described this recently since you've been in the thread in response to @FrogReaver. This is, I'm almost positive, nothing like your play approach. There's a lack of specificity until needed for instance.

Another good example in Blades is the use of the Flashback mechanic, where players can pause the action and engage in a pre-scene where they set up something that will be useful in the current moment. This costs some resource, but also doesn't look like your play and offers quite a bit of agency over a situation.
If I wasn't clear I get that. The issue I have is that traditional roleplaying have less agency when it comes to actual play. That the point I am disputing. To be clear, my contention both have it, it achieved in different ways. That the way the games you mentioned handle work better for a sizeable segment of our hobby. Enough that it now it own niche. That both are subject to the vagaries of small group dynamics. To points like "fairness", "impartiality", "sportsmanship", etc are equal important to both. Finally that system can't fix this.
System absolutely can address this, and fairness, impartiality, and sportsmanship are utterly unnecessary. I'm not any of those when I run Blades -- I cannot be, because I'm 1) supposed to be a fan of the PCs and 2) I'm suppose to drench them in adversity. These aren't competing either! We're a fan of John McClane in Die Hard, but we certainly don't want to watch him have a relaxing evening without terrorists. Instead, we're a fan because we love watching how he deals with the adversity of being trapped in a tower with terrorists, and how he succeeds! This is the kind of "being a fan" and "adversity" that I'm talking about, and it has nothing to do with "fairness" at all.

Now, when I run 5e, I definitely consider these things, because that system is built on these concepts and works that way.

System most definitely matters. Claiming otherwise shows a lack of experience outside of a narrow set of systems.
But to resolve this debate we are at the point where we need to talk specifics. What people do in actual situations. Then we look at their behavior and see how it work with my thesis or yours.
And that's what I'm doing.
I disagree that my approach is the baseline. I get a lot of pushback on many of my points on sandbox play from traditional roleplayers. The baseline is the use of the tournament style adventure. It gotten better but the general expectation still appears to be that it is polite to stick to the adventure that the referee has chosen. Time and time again, I have to tell players do what your character would do, don't worry about what I have prepared. Sounds like I am not the only one that needs to get up to speed.
Oh, my, I haven't ever met anyone that thinks that tournament modules are a baseline for anything other than tournament modules. Those are aimed at eliciting a very specific type of play -- asynchronous competitive play. I don't know any tables that look for this as a baseline for home play at all. I'm afraid that we've been exposed to violently different sets of players.
Is real life is limiting because we are bounded by the laws of physics? Yet people seemly achieve many things despite that.
Yes, it is, but there are no laws of physics in the game, only the GM's ideas about laws of physics. Comparing real life to games is silly.
 

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