D&D General What is player agency to you?

I don't see it, do the players in your game tell the GM 'I attack the Orc and chop off his head, killing him instantly' ? That is telling the GM what happens. Saying 'I attack the Orc' is telling the GM what you do.
In D&D, normally "I attack the Orc" is followed by making a roll, which is then fed through a resolution procedure to tell us whether or not the Orc's head is cut off.

So the player can choose to put the-cutting-off-of-the-Orc's-head at stake. And through various sorts of choices (about deployment of resources during combat resolution) can even shape whether or not what is at stake is won or lost.

At least when physical violence is concerned, it's not normally the case that a D&D player can do nothing but make suggestions to the GM that will prompt the GM to say what happens next.

Whether these principles get extended to other sorts of action declarations is obviously a point of contention among the RPGing community!
 

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Mod Note:

A number of reports have rolled in regarding this threads’s declining level of civility. Those reports point at more than one culprit. If the thread is to remain open, that trend needs to reverse itself PDQ.

So, to anyone who has done so or is tempted to: stop gatekeeping, personal attacks, inflammatory snark, etc.
 

In D&D, normally "I attack the Orc" is followed by making a roll, which is then fed through a resolution procedure to tell us whether or not the Orc's head is cut off.
yes, that is why I added the second example (which maybe was after you replied)...

How about 'I search the cupboard and find a sword +1 and two healing potions' rather than 'I search the cupboard'?
 

yes, that is why I added the second example (which maybe was after you replied)...

How about 'I search the cupboard and find a sword +1 and two healing potions' rather than 'I search the cupboard'?
Wouldn't the action declaration, properly expressed, be "I search the cupboard looking for a sword+1 and two healing potions"? That describes the action from the PC's point of view.

I think in 5e the canonical way of resolving that is via the GM looking at their notes, and on that basis (i) working out whether or not the searched-for things are in the cupboard, and (ii) working out what check, if any, might be called for before providing the player with that information.

In Burning Wheel, the canonical way of resolving that is via a Scavenging check. Depending on whether those are considered Valuable, Rare or Obscure/Out-of-place items, the difficult will be Ob 4, Ob 5 or Ob 6.

In 4e D&D, this is a fairly boring action declaration (4e doesn't really do cupboards) but it could be the starting point for a skill challenge. 4e has a clear correlation between events-per-level (based on the XP rules) and treasure-per-level (based on the treasure parcel rules) so it's pretty straightforward to work out (based on the character level) whether finding a sword+1 and two healing potions is a big thing (hence demanding a significant skill challenge) or a trivial thing (hence demanding only a very simple skill challenge).

In the 5e approach, the search is resolved very differently from the attempt to decapitate the Orc. In 4e and BW, not so much.
 

Then sub outcomes with control over the narrative, which is DM Agency. D&D is the baseline as it was first and is biggest. Other games get compared to it. If D&D has Player Agency: 3 and DM Agency: 3(which includes narration), then No Myth giving a degree of narrative ability to players is reducing the DM's DM Agency and giving some DM Agency to the players.
Yep! I'd also suggest that they also typically takes some player agency and gives that to the DM.

Then I'd go even further and suggest that the typical mechanical structure used to give players 'DM Agency' in No-Myth games also reduces actual player agency in certain ways as well.
 

Wouldn't the action declaration, properly expressed, be "I search the cupboard looking for a sword+1 and two healing potions"? That describes the action from the PC's point of view.
Not from my perspective, to me the proper declaration is simply 'I search the cupboard', I have no idea what I will find so I am not looking for specifically these items.

Either way, the question is, do I declare that I perform a search, in whichever way, or do I declare that I perform a search and what items the search found? That is the real question here...

I think in 5e the canonical way of resolving that is via the GM looking at their notes, and on that basis (i) working out whether or not the searched-for things are in the cupboard, and (ii) working out what check, if any, might be called for before providing the player with that information.
I agree, what the player finds by searching the cupboard is up to the DM. That was my point.

Apparently that is not true for @Vaalingrade, as otherwise their reaction
That sounds miserable.
makes no sense...
 
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It's the player that just comes up with a random act, and then wants it to work 100% and work 100% exactly the way they want it to benefit their character. Then when I say it does not happen they whine about 'agency'. The classic example here is the rock toss. Two orcs guard a back door. Player Bob has the idea to have his character toss a rock "over there". I have the guards ignore it. Bob gets all upset as in his mind the guards should have abandoned their post and run off into the woods for at least an hour looking for the source of the noise.
No. You should look at the context. I was asked for examples of player choices which cannot be mapped to character choices, or at least not mapped 1:1 with them.

You count character back grounds as player agency? That is a new one.
Sure. It's not character agency. But it is player agency.

Setting lore, common sense and DM whims will always trump whatever random stuff a player says.
See, when you say things like this, this is why I talk about players being led around by the nose--and about tyrannical GMs who force players to obey, in your own words, mere "whims."

I see people do it all the time. But I'd need to see some game play to point it out.....maybe if someone had a play by post to share?
What games? What systems? What rules? Just saying you see it is nowhere near enough. People see a lot of things.

And, yes, in the examples the GM always agrees...but that is part of the game. The GM read the rules and on page 44 it said "let the players make up stuff and alter reality", so the GM nods and says "ok,".
Which.
Games.
Do.
That?

Because you keep SAYING that these games exist. That there's a rule on page 44 which explicitly says it. But you have never--not once, not a single time--actually given me a game where such a rule exists. While I, and others, have given you game after game where it DOESN'T exist. Game after game after game where nothing of the sort occurs.

Unless and until you actually give me a game where there's a rule on page X that says that, I think you are at absolute best grossly mistaken.

No, that is accurate. Though I use the Invisible Railroad and I'm a Smooth Operator. But I do think that most of the time there is only one way when talking about such vague marco things.

Like if I want the PCs to take a ship, I will alter the world to make it so. Like the destination they want to reach is on an island....so they HAVE to take a ship to get to the island.
So your players, by definition, have no agency whatsoever. Whatever you want to happen, you make happen, no matter what.

Their choices are irrelevant. They will do what you have decided they will do. It's simply a matter of how long it takes them to clue into the "correct" choice. Lovely.

Not following you here....
You have said, repeatedly, that you will override what players are interested in, that in fact you aggressively do not care what they want out of a game. If they come out the other end copacetic to your goals, awesome; if they come out hating your guts, well, sucks to be them. Is that not correct?

If so, why do you not apply that same concept one level higher? Instead of "running 5e because that's the only game players are willing to play" (meaning, you yield to the players' requirement that you run 5e), you go for the hilt, and tell people you just ARE running Call of Cthulhu or whatever and if they want to play some other game, sucks to be them, they can find a "buddy" DM that coddles them and never does anything they don't want to do etc. etc. whatever other things you think are bad about actually listening to others.

Every example I've seen or read or heard about sure fits. Maybe you or someone could give some examples.
First: How can I give you an example of something that does not exist? I am telling you that, in the entirety of the PbtA games I have played (which is easily 4-5 different systems), none of them have the kinds of rules you describe. How can I point to a page and say, "See? Look at the absence of a rule telling GMs to accept whatever a player invents." Seriously, you are asking for an impossibility. This is why I keep asking you to tell me what game--ANY game--that does what you claim it does. Because that's actually possible! It is actually possible to point to a page and say, "See, written on this page, it says 'the GM must accept whatever the player said.' " It is not possible to point to a book and say, "See, in the whole of this 120-page book, none of these pages say that!"

Second: Above, I gave an example of a (made-up, not actually real) Spout Lore roll, which is a thing from Dungeon World (and similar such moves exist in other PbtA games, e.g. Open Your Brain to the World's Psychic Maelstrom from Apocalypse World). Someone in this thread explicitly called out Spout Lore, by name, as an example of a move that lets the player simply declare that something exists. I showed how that move actually works in practice, and that it does not permit the player to declare ANYTHING, let alone freely declare an advantage for themselves.

So. Again. I challenge you to name any of these systems you claim to see "all the time" that have explicit rules forcing the GM to accept fiat declarations from players. Give me context. I am happy to go looking up the rules myself. But you have to actually name a game--one game--that actually works the way you describe. Unless and until you do, frankly, I'm calling BS on this whole argument.

I don't see it, do the players in your game tell the GM 'I attack the Orc and chop off his head, killing him instantly' ? That is telling the GM what happens. Saying 'I attack the Orc' is telling the GM what you do.

Or in case you complain about there being rules for combat, how about 'I search the cupboard and find a sword +1 and two healing potions' rather than 'I search the cupboard'?
Why do you assume that telling the GM what happens means always giving yourself an amazing, unprecedented, unrealistic, overpowered advantage?

Why do you instantly cast this in the most degenerate light possible?

Why do you not account for the possibility of dialogue and discussion?

Why is there no room for, as an example, giving a player the chance to explain what their childhood home looks like, under the condition that it has been attacked and set on fire by demons (remember, essentially every "narrative" game has the requirement that established fiction cannot be simply contradicted)? Or, for another example, describing what emotions they feel upon cresting the hill and seeing the shining city up ahead, and then saying what landmark they notice first? Etc. Because those examples are a HELL of a lot more like what playing DW is actually like.

None of my players--not a single one, not even the most munchkin-y among them--ever even considered doing the kinds of $#!+ behavior you describe.
 

You count character back grounds as player agency? That is a new one.

The background features, more specifically. It’s not new at all.

Well, I'd say that is Never. By that definition my games have zero player agency.

I’m sure no one reading along is surprised.


Setting lore, common sense and DM whims will always trump whatever random stuff a player says.

Two out of three, anyway.

Huh? Backgrounds function not at all like the 'I know a guy' thing was described....

Background features do. They allow you to declare you know someone, or that you have a contact, or that certain types of people will shelter or assist you. It depends on the background.

They’re often overlooked, but they’re a great example of something that gives the player agency.

well, that basically is never. They can tell the DM what they are doing, but that is not the same thing

It very often is.

I go down the western fork in the road.

I speak to the innkeeper.

I choose the door on the left.

These and many more instances of play that require no mechanics are exactly that. Some would argue that even these basic declarations are subject to DM approval… but pointing that out only serves to prove there is no player agency.

We can go even further if we want to include instances where the system tells us what happens. I want to cast fireball… we know how it works, we don’t need the DM to allow anything. I declare an attack… we know how it works… I tell the DM what my character is doing, the system tells us if I succeed or fail.


I don't think anyone claimed that the game was all about player agency ;) Apart from that, a lore book does not limit player agency, the rules do and the situation does.

It seems to me that people want to have their cake and eat it, too. They want to have super detailed worlds with elements and backstory that are paramount to play, and still claim that player agency is paramount.

But that can’t be. When these two things come into opposition, a GM has to choose which matters more, and adjudicate accordingly.

They can never tell the GM what happens, they can tell the GM what they do, the outcome is not exclusively up to them

It depends, as I described above.

If the ability for the player to say what happens is absent from play, then so is player agency.
 

If the ability for the player to say what happens is absent from play, then so is player agency.
The agency is in declaring what the character does, not in deciding the outcome, all your examples are just that, declaring the char action

I go down the western fork in the road.

I speak to the innkeeper.

I choose the door on the left.
well, if these are your examples of 'what happens', then we are in agreement, that is my 'what the char does', not the 'what happens'.

The what happens is 'because you took the west road, you are ambushed by Goblins', 'the inkeeper replies ...', etc. is 'what happens'.

These and many more instances of play that require no mechanics are exactly that. Some would argue that even these basic declarations are subject to DM approval… but pointing that out only serves to prove there is no player agency.

We can go even further if we want to include instances where the system tells us what happens. I want to cast fireball… we know how it works, we don’t need the DM to allow anything. I declare an attack… we know how it works… I tell the DM what my character is doing, the system tells us if I succeed or fail.
all of these are perfectly fine as well. All of these still are 'declaring what the char does', not 'what happens'. The 'what happens' for the attack is decided by the dice rolls. It seems we simply use different terms then
 
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Not from my perspective, to me the proper declaration is simply 'I search the cupboard', I have no idea what I will find so I am not looking for specifically these items.
In Burning Wheel, the action declaration can't be resolved if the GM doesn't know what the player hopes their PC might find. I think 4e D&D works best under the same constraint (this relates to the idea, in 4e, of magic item "wishlists").

I agree, what the player finds by searching the cupboard is up to the DM. That was my point.

Apparently that is not true for @Vaalingrade, as otherwise their reaction makes no sense...
Well, presumably @Vaalingrade is either talking about a non-5e D&D version of the game, or departs from what I described as the canonical approach.
 

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