we have several people here with varying opinions on both sides.
If before or during a session zero the player says 'I would want the story to incorporate X' that is player agency. Can also happen between sessions...
Okay! Yes! I agree that that is agency. It is also, as you say,
before actually playing. If the player is only allowed to do this sort of thing while
not actually playing, I don't see that as clearing the bar for "player agency." It's not part of play. It certainly influences future play, but isn't part of that play itself.
If at the end of a session the players say 'we want to go to the cursed fortress and search for the treasure' (instead of doing one of several other things), and the DM then prepares for that for the next session, that is player agency
And here we have the mirror of the above. It is only
after play, or a good bit
before play. There is some limited degree of agency here, because players are taking part in "defining parameters" as I put it before, but not
during play.
If during a game the player says 'My character has been in this town before and knows the innkeeper' without this being in the backstory and the DM rolls with it, that is player agency.
Okay! Yes! Absolutely! I
completely agree with this statement. Unreservedly.
My problem is that this specific thing has been openly and repeatedly rejected by folks as unacceptable. Usually with hyperbolic alleged examples, e.g. the "wishing a tower into existence" thing or the "a local noble just
appears so that you can be granted an audience with them." You yourself, IIRC, were quite adamant about the latter. Yet, when shorn of the incorrect hyperbolic elements, it seems no different from the without-prior-GM-approval declaration that the PC has been to a town before. The player is changing the parameters of the adventure without having to metaphorically submit their forms to the GM 30 days in advance, signed in triplicate.
(Believe it or not, there's actually a DW Bard move for exactly that "I've been here before" thing. "
A Port In The Storm," IIRC. Non-Bards can always also declare such things, of course, but they do not get the clear costs and benefits for doing so, instead simply feeding that detail into the ongoing fiction generation process. The formal move grants clear results, lacking a formal move means you must talk it out and can't be sure any specific result will occur.)
maybe I misunderstood, but it sounded like there frequently is a negative consequence for a failed roll, as far as I can tell as a counterweight for the player's ability to 'wish things into existence'
Yes, I would say that that is a misunderstanding.
Again, that "wish things into existence" ability really isn't that common, I don't even know games that really let you do that.
Maybe Fate? Certainly not any of the PbtA games I've played. Blades in the Dark's Flashbacks can seem like that, but I've already broken down how I disagree with that analysis for that example.
There
are negative consequences for attempting something and failing, certainly. But the simple reason for why there aren't negative consequences for trying and failing to simply fiat rewrite reality is that...you can't do that. Not in
most "narrative" games.
Dungeon World's
Defy Danger move is useful here. Quoting the full text, including explanatory stuff and examples, from the SRD.
Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it...
- by powering through, +Str
- by getting out of the way or acting fast, +Dex
- by enduring, +Con
- with quick thinking, +Int
- through mental fortitude, +Wis
- using charm and social grace, +Cha
✴On a 10+, you do what you set out to, the threat doesn’t come to bear. ✴On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
[Editor's note: if you roll 6-, the GM makes a hard move, or a soft move if that makes more sense. This is usually a Bad Thing. All text after this is explanatory, not part of the move itself.]
You defy danger when you do something in the face of impending peril. This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.
Defy danger also applies when you make another move despite danger not covered by that move. For example, hack and slash assumes that’s you’re trading blows in battle—you don’t need to defy danger because of the monster you’re fighting unless there’s some specific danger that wouldn’t be part of your normal attack. On the other hand, if you’re trying to hack and slash while spikes shoot from hidden traps in the walls, those spikes are a whole different danger.
Danger, here, is anything that requires resilience, concentration, or poise. This move will usually be called for by the GM. She’ll tell you what the danger is as you make the move. Something like “You’ll have to defy danger first. The danger is the steep and icy floor you’re running across. If you can keep your footing, you can make it to the door before the necromancer’s magic gets you.”
Which stat applies depends on what action you take and your action has to trigger the move. That means you can’t defy danger from a steep and icy floor with a charming smile just so you can use Cha, since charmingly smiling at the icy floor does nothing to it. On the other hand, making a huge leap over the ice would be Str, placing your feet carefully would be Dex, and so on. Make the move to get the results.
GM: Emory, as you climb up the side of the ravine you spy a cultist on a ledge nearby who evokes a frost spell and covers the side of the cliff with ice! If you want to keep climbing, you need to defy danger or you’ll fall.
Emory: No way, I am too tough. I grit my teeth and dig my nails into the wall, climbing one hand at a time. I’m using Con, okay? I got an 8, though
GM: Hmm, well, I think the only way you can gain any traction, tough guy, is if you use your dagger to pull yourself up the last few feet. It’s going to be lodged in there until you have some time to pull it loose and there’s an angry spellcaster nearby.
Emory: I can always get a new dagger when I get home. Time to finish this climb and that cultist.
GM: The athach is swinging his burly third arm down at you, knobby fingers gripping a broken branch. What are you doing, Valeria?
Valeria: So he wants to fight, huh? Let’s do it. I hack and slash him, swinging my sword at his legs.
GM: Now hold on there, champ. He’s already got you at a disadvantage. You can jump into the fray but you’ll take that club head on unless you defy danger first.
Valeria: Pfft, he’s no match for Valeria the Red! I leap aside like a leaf in the wind, then I start hacking and slashing.
GM: Defy danger with your Dex, please and thank you.
Octavia: I’ve had enough of this ogre, I’m going to drop my shield and swing my hammer in both hands. Hack and slash, right?
GM: You drop your shield? That’s a bad idea–now you have to defy danger because the ogre is going to bash you.
Octavia: Are you sure? Isn’t that what hack and slash is? Trading blows and stuff?
GM: Yes, duh, of course. I need another cup of coffee–hack and slash it is, make your move!
That is a lot of text, so I apologize, but it's really quite valuable.
Defy Danger is one of the most common moves by design, but also purely by conception. "Act despite difficulty," so long a that difficulty isn't already bound up in some other move (like
Hack & Slash) is going to cover a
lot of ground.
But note, here...there is no wishing anything into existence. There is no expending plot coupons. There's a situation, the GM calls for Defy Danger, the player proposes their solution, and assuming it's reasonable, the roll happens. This sets the consequences (good, complicated, bad), and the conversation continues. It's perfectly valid for players to question whether Defy Danger is warranted, and for them to present a case for why their approach should work even if it's unorthodox. Note, though, the section about how you can't smile at ice to avoid slipping. That's an example of the need for
new fiction (how are you going to get out of this???) to follow from the existing fiction (it's ice, ice does not just yield because you made a funny quip and gave it a winsome smile.)