That's crazy talk. If the jargon doesn't exist in the D&D community, it doesn't exist at all.At the very least if we are not allowed to use agency to refer to a player's ability to meaningfully impact the setting/scenario based on the informed decisions they make for their characters then we need jargon for that so we can meaningfully talk about it and not have to deal with arguments by definition meant to shut down discourse.
Right.
And here is the thing. There are multiple sorts of agency that a game can give effect to (or not).
If the game is about overcoming rules-constrained opposition within a participant-facing structure (basketball or multiple TTRPGs), then (a) understanding the way the opposition is constrained by the rules and (b) understanding the structure of the play is absolutely imperative. What happens when either the opposition deviates from the rules-constraints or the structure fails? Rightful protests. Why do those rightful protests occur? Its because the integrity of the game is marred by the fouling up of the agency that is supposed to be afforded to both sides. The participants know when the trajectory of play has suddenly been perturbed by a miscall or a dubious action by a participant.
If the game is about having the biggest say (or total say) on what my character's dramatic needs are, what they pursue, and how they pursue it (which gives expression to those dramatic needs), and someone with the power to rug-pull subverts that say (via various means, some subtle and some not-so-subtle, of rug-pullery), what happens? Rightful protests. Why do those rightful protests occur? Its because the integrity of the game is marred by the fouling up of the agency that is supposed to be afforded to the individual (or individuals) to make the nexus of play be the dramatic needs of their character(s). The participants know when the trajectory of play has suddenly been perturbed by one form of dubious rug-pullery or another.
So its not about real life agency (and do we have the means here, which includes time and commitment, to have an intense discussion on Theory of Mind?). We don't need to try to grasp at (and fail to hold) the obscene slipperiness of real life agency in order to have a functional conversation about the nature of agency within a specified agenda of play and a specified ruleset and codified refereeing and participant roles within those games that are both meant to facilitate that agenda (or fails to do so). I mean, @Oofta , with respect, you bringing in your incredibly unique and niche (just like everyone else's) autobiographical sense of real life agency as a litmus test...and how any games that don't hew to those slippery particulars (of which I very much doubt even you can sufficiently articulate those particulars such that we can even engage with them) to conversation here as a central point of contention about games? Its really tantamount to saying "this conversation is over...it cannot be functionally talked about...so stop talking about it." I can see absolutely no way forward to have a conversation on these subjects given those parameters. Its like the event horizon of human communication.
I would imagine the illusion of choice is in the order things go in. For example, the 5e official adventures I've bought or played in provide side quests or have an "open world" where the PCs can choose to go to village A or town B, or if they want to deal with the dangers in the woods before or after they visit the tomb, or if they want to skip town B and the tomb entirely, but ultimately, they have to face the BBEG and its minions. If they choose to ignore the BBEG or leave the area completely, they have abandoned the adventure--and there's no real option for them to side with the BBEG either, and only barely an option for them to get someone else to deal with it. The characters might be able to hire some henchmen to help fight the BBEG, but they wouldn't be able to convince someone else to fight for them.If the players are aware they are playing a linear adventure - where is the illusion of choice?
I don't see how this is relevant to the issue of railroading and agency; can you explain? Adding the following for context, to which this is in response:In Battleship and poker (and in other card games and probably most board games), there are winners and losers. RPGs don't have winners and losers.
Oofta said:If some of your choices are best guess does that mean you have no choice, that your life is a railroad you have no control over? If some decisions are done blind in real life, why should it be any different in a game?
They clearly feel that way, yes.Many times I have heard proponents of traditional play process describe how only the process of a single author inventing and describing the world provides verisimilitude. I would simply argue that @pemerton's PoV illustrates the flip side of that, the highly stilted and unnatural experience of being fed everything your character knows. Imagining it yourself may also be imperfect, but it certainly COULD seem far more natural!
I simply prefer that my character inhabits a world, they don't help create it. They also don't require information the character could not possess.
What I object to is the statements of "You only have agency if you have information to make decisions that your character could not possibly have." I don't care if that's what you want in a game but it redefines the word "agency".
Yeah I don't understand the objection to that either. As you pointed out, there are plenty of fairly standard RPGs that never have GMs roll dice, or whatnot. I think it does serve a significant design role in PbtA, but less so in some other games. It's almost as if anything that isn't D&D is obviously doing it wrong...The exploration of that point was apparently lost in their need to shift the goal posts to whether the GM rolls for NPCs.