This came up in another thread and I want to see what folks think about the idea.
When we talk about "Player agency" (which we do a lot around here) usually we are talking about the ability of the players to make informed decisions that impact the outcome of play.
I am curious is folks think there is such a thing as "GM agency" with a similar definition. More importantly, I am wondering if folks think if there are styles or elements of play that limit "GM agency" in a meaningful way.
For my own part, if we are talking about traditional RPGs (like D&D or GURPS or whatever), I don't think "GM agency" is a meaningful term. It is all "GM agency" because the rules start with the premise that the GM decides on the rules, and all decisions ultimately flow from the GM. While a GM may decide to allow game mechanics, die rolls or player decisions to inform or usurp that decision make, the GM still ultimately has the authority to change any decision. There is no mechanism in traditional RPGs that can limit "GM agency."
Very interesting topic... I am not sure I fully understand myself the meaning of "agency" so feel free to correct me. Also, I haven't read the full thread on player's agency as it is way too long for me to bear...
Starting from the players' side, I can think of a certain difference between large-scale and small-scale agency. An example of large-scale agency could be "let's attack the enemy stronghold"; I can't imagine any ruleset regulating this scale of agency, such as by having a rule that says "the PCs can only attack one enemy stronghold per week" for example; I can however imagine the players feeling lack of agency if the DM purposefully prevents them to even try this course of action, or seems to force her way to negating any chance or consequence. An example of small-scale agency may be "I want to shoot an arrow at the evil wizard's wand to break it"; at that scale, the game is likely to have a rule about if and how you can target and break an object in someone's possession, and there is a possibility that the rule even makes that flat-out impossible; a player may feel lack of agency for being denied to even try, even though probably the rule is meant to protect both PC and NPCs and avoid the risk that a move that looks cool once a while is discovered to be a must-do tactic in every single fight. In all cases, players are generally motivated by the purpose of winning the game's challenges by making good decisions that make them feel they are playing the game well. Of course if they start to feel like they can't make decisions (either because they don't have enough information to choose properly, or because either the rules or the DM tells them "no, you can't) or that they decisions don't really matter much, they experience lack of agency.
On the DM's side, the job is a lot more complex. A "railroading DM" might feel like her primary purpose is to make the story unfolds in a preset way, perhaps even with only two possible outcomes: the PCs win according to the script, or the PCs die. "Agency" for such a DM is only about pulling the game back onto the rails if it seems to stray away, except that in a sense it is not much of an agency at all, it is rather a self-imposed obligation. But a typical DM has much bigger purposes: they are trying to engage the players by making the game interesting at multiple levels (story, tactics, roleplay...), they are trying to balance the spotlights of different PCs, they are trying to preserve consistency and reliability of options, they are trying to provide challenges that are neither pushovers nor frustrating, they are trying to offer variation and novelty in every single session, they are trying to reward character build choices, they are even trying to build a nice room atmosphere... Perhaps the "agency" here lies in whether the DM has the feeling that all these tasks aren't actively impeded by the rules of the game OR by a published adventure's narrative (assuming the DM is using one).
How much can the rules of the game really take DM's agency away? Well, I do personally find that some rules can actually do that.
There are rulesets which are IMO excessively generous with the PC's success chances. Maybe they allow retrying tasks indefinitely, they allow to stack bonuses, they offer "luck/hero" wildcards to turn a success into a failure... it's not like I can pinpoint a single one of these being the culprit, but when a game has many failsafe mechanisms in place, as a DM I might get the feeling that in fact the challenge is lost and I can't do my job of avoiding pushovers.
Another example of rules that take away my DM's agency is quick "character-changing" options. These include for example: special character classes (or whatever) that totally changes the role of a PC (e.g. the 3e Factotum prestige class); "retrain on a long rest" abilities; having spellcasting characters with a too large and varied known spell lists to prepare from. These can seriously destroy many of my job purposes including balancing the spotlights, rewarding character builds and again providing meaningful challenges! If one of the PC can just "sleep over it" and turn into something significantly different, they can steal another PC's spotlight and ruin the value of their build, as well as bypassing a challenge too easily.
I am very sorry to see how many rules get added to the game because of the sad assumption that your DM is not capable of rewarding you, or even worse will actively try to work against you. Players asked not to have a Ranger's favored enemy or terrain because they were sure their DM will let them fight other enemies in other terrains than their favourite... that's very lame player's attitude IMO, to assume your DM is lame makes you a lame player! Similarly, with the upcoming Weapon Mastery rule that you can just change your mastery weapon on a long rest, out of fear that your DM will surely make you find an awesome magic weapon that doesn't match your mastery. These take away my DM's agency in the sense that now it doesn't matter anymore that I give your Ranger a choice to lead the party through the desert instead of the jungle, or into goblin territory instead of orcs, or reward your good story choice with an axe instead of a sword: it's getting slowly reduced to go wherever, fight whatever, find whatever, it doesn't make a difference. And the funny thing is that this is actually perceived as more player's agency, when in reality if it matters less then it is actually less player's agency.
Switching back to the task of adjudicating and resolving in-game situations, I generally tend to see rulesets as toolboxes, so usually I am not overly concerned by the rules being a restriction for me as a DM. But if I were to play more by the RAW, I would certainly find many parts of each RPG annoying and restricting. For example, the 5e PHB is purposefully vague and open-ended in many resolution rules, for example searching for traps and hidden things, seemingly with the purpose of helping each DM find their own methods and style in managing this aspect of the game. However, the DMG has an actually more precise section that even sounds a bit too much like "you MUST follow this sequence of checks" which isn't even a very well thought-out set of checks if you look carefully. That's clearly something that reduces DM's agency. Luckily, few DM reads the DMG as we all know
