I've posted my view many many times in this thread. Here's an example:Wow. Thanks for the thoughtful and detailed reply that helps me understand your point of view.
Here's another:Anyway, the topic of this thread is player agency. To me, it seems obvious that if all players can do is establish "inconsequential", "minor" or "not directly pivotal" elements of the fiction - so that all the significant elements of framing, consequence etc are established by the GM - then their agency is modest at best.
And in order to pre-empt, or at least attempt to pre-empt, confused or incorrect statements about how (say) Dungeon World works: in the RPGs I know that have higher player agency, the players cannot "alter game reality" in the way some posters in this thread are talking about. Rather, they establish their own goals and aspirations for their PCs (including working with the group collectively to establish the appropriate backstory and setting elements to underpin those goals and aspirations), and then the GM relies on those goals and aspirations as cues for their own narration of framing and consequence.
There may also be techniques that permit the players to declare actions or make decisions pertaining to their PCs' memories. This goes together with the players' establishing goals and aspirations, to overall produce characters that have "thicker" lives, relationships, etc than is typical of much D&D play.
And another:Burning Wheel does not use rolling on a table. As per the quotes from the rulebook that I set out upthread, framing and consequences are deliberate, and intended to challenge player priorities and give expression to the consequences of those challenges.
So someone has to make it up.
Sometimes the GM makes it up, and incorporates it into framing, or (as the black arrows illustrate) into a consequence. But that is not the only way. The point of a mechanic like Circles, or Wises, or Scavenging - looking for people (or hoping to meet them), recalling stuff, looking for stuff - is to create a framework within which player priorities for the fiction can be given effect to.
As a player, I made a Scavenging check when Thurgon searched Evard's tower for spellbooks. At the table, who invented the idea of Evard's tower? Me, the player. How did it come into play? Via a successful Great Masters-wise check for Aramina. Who invented the idea that there would be spellbooks in the tower? Me, as part and parcel of making the Wises check in the first place (Aramina had a Belief about finding spellbooks). Who initiated the Scavenging check? Me, playing Thurgon (Aramina was Taxed to unconsciousness from an attempt to cast a spell).
And when the Scavenging check failed, who invented the letters from Xanthippe to Evard, that tended to imply that Thurgon is the grandson of a demon-summoning wizard? The GM, introducing a complication that challenges Thurgon's Beliefs and Relationships. (Very analogously to the black arrows.)
This is how the game works.
<snip>
This is not the only approach to high player agency RPGing - Apocalypse World exhibits a different one - but in my experience it works pretty well.
And another:There is a type of human creative endeavour called storytelling. It includes certain elements which can be understood at least semi-technically: characters who have dramatic needs; rising action; perhaps most importantly crisis or climax in which the question of whether the character will fulfil their dramatic need is posed and answered; and, as a result, resolution one way or another.
The appeal of RPGing, for me at least, is that it enables the creation of stories with (i) no one having to be the storyteller, and (ii) the possibility of having the experience of "being" the character. This is a distinctive type of aesthetic experience.
Key to achieving (ii) is to have PC build establish dramatic needs for those PCs. These are the player priorities that I have talked about in this thread. And I've said a bit about how various RPG systems permit players to express them (eg player-authored quests in 4e D&D).
Key to achieving (i) is to have a system for framing, and for resolution, that will make dramatic need salient without anyone have to choose, in advance, what the resolution of those needs will look like. I've given examples, and explanation, that show how certain GMing principles can achieve this. (There are other RPGs with principles that are a bit different from what I've discussed that can also do this, most prominent Apocalypse World and some of its offshoots.)
And here's how one rulebook sets out the basic idea:In Burning Wheel, an action declaration consists of intent and task. If nothing that matters to the player is at stake, the GM says "yes" and the intent and task are both realised.
If the GM does not say "yes", then the dice must be rolled. The task and intent, taken together, establish what skill or ability will be tested. The GM is responsible for setting the difficulty, though there are a lot of example difficulties to guide this - in Burning Wheel, setting consistent obstacles over time is one important aspect of world building that the GM has to do.
If the player succeeds on their test, then intent and task are both realised. If the player fails, then the GM is obliged to narrate something that negates the intent, and which may also but need not include failure at the task. Because we are only rolling if something that the player has prioritised is at stake, there is already some relationship between intent and stakes, and this will provide the cue and context for narrating a consequence.
There's no gap in those rules. They satisfy @chaochou's desiderata from upthread:
*No agreement that the GM / MC / narrator can unilaterally disregard the rules - I've just set out the rules, and the GM is not entitled to unilaterally disregard them (and in a more recent post I noted that the players cant "say 'yes' to themselves";
*Transparent rules and processes that offer guaranteed outcomes (good and bad) - the rules I've just set out are transparent, as is the process they establish: the players know, if they are called upon to roll the dice, what is at stake (their intent, and the player-authored priorities that it flows from or relates to), what the outcome will be if they succeed, and what the GM will thwart if they fail;
*Transparent goals for characters (often through authorship of them by the players) - I've already talked in this thread about the ways the players in BW establish player priorities (Beliefs, Instincts, traits, relationships, Affiliations, etc);
*Facilitation of that authorship through group creation of setting and/or situation such that character goals are given meaning and context by player choice, not secret GM backstory - I've provided multiple examples of this (Thurgon's knightly order; Jobe's brother turned to evil and their ruined wizard's tower; and as further examples, in our Torchbearer game, the role of the Dreamwalker's ranger friend and enemy Megloss; and in our 4e game, the player of the Emergent Primordial establishing that PC's relationship to Chan, Queen of Good Air Elementals; etc).
The player establishes their PCs goals, priorities and aspirations: not by first learning what the GM has decided is part of the gameworld and choosing from those but at the outset, and ongoing through play, just like the 4e player who decides that their parent is the one who was lost in the fortress of the Iron Ring.In Burning Wheel, it is the job of the GM "to challenge and engage the players" by "introducing complications to the story and consequences to the players' choices" (Revised p 268; the same text is found in Gold). And as pp 12-13 explain,
players take on the roles of characters . . . represented by a series of numbers . . . and a list of player-determined priorities. . . . Manipulating these numbers and priorities within situations presented by the game master (GM) is what the game is all about. . . .
The conflicts of the characters' aforementioned priorities creates (sic) situations for the players to resolve, and resolving conflicts (and creating new ones) is what play is all about.
So we shouldn't even be hearing about a cupboard, or a pickler called Horace, or the possibility of a magic sword, unless it somehow pertains to a player-authored priority, and hence is part of a situation in which challenges to those priorities, and/or conflicts, complications or consequences resulting from them, are present.
The GM draws on those elements to frame scenes. The player stakes those elements, or their PC's relationship to them, by declaring actions. If the player succeeds, their intent and task is realised. If they player fails, the GM narrates a consequence which responds to and builds on what was at stake, drawing the player - via the play of their PCs - further into challenge and conflict.
As I posted in reply to @mamba somewhere upthread, this is how the player contributes to a story with a rising action, and climax, without having to ever do anything but describe their character, who their character is, and what their character does.