Manbearcat
Legend
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."
There are other kinds of games -- story now, for example -- that I think do define the GM much more as "just another participant" and therefore include rules and mechanisms that inherently limit what options are available to the GM. In these cases, "GM agency" is just a different kind of "player agency" because the GM is just another kind of player. Granted, I am not overly familiar with games of this type and it is totally possible I am misunderstanding the nature of, say, GM moves in Apocalypse World as a mechanism that defines and restricts "GM agency" in a way similar to player moves. I am sure @pemerton and @overgeeked will be along to correct me soon enough.
So, what do you think. Is "GM agency" a meaningful term and worth talking about in a similar context to "player agency"?
So, in light of the inevitable "living & breathing world" angle of conversation, I decided to go back to the lead post and take another look.
So my frustration with a lot of these conversations is about the mystification of the process. I'm always asking myself "why are our conversations around running games, the whys and hows of content generation and the what do we do with this stuff, mostly inscrutable? If we were teaching another person exactly how to run this game, would they come away from this conversation more confident, more capable?" IMO, the answer to that is very often "no." That is weird to me because its one of the only disciplines I've been involved in in my life where this is true; tenured practitioners can't have conversations were aspiring practitioners can glean solid insight and actionable instruction to go forth confidently and do the thing at a remedial level (and some of the disciplines I'm referring to look and feel very inaccessible to outsiders before first contact). And across the vast distribution of aspirants, this is not a case of "people are frightened of the social aspect of public speaking." Yes, there are some who are frozen by that singular aspect of things. But the bulk of folks just feel overwhelmed by the perceived magnitude of the task and how underequipped they are. Reduce the magnitude of the task and how ill-equipped they are and it becomes an enormously more welcoming environment with more volunteers and better "first contact."
This conversation, for instance, has pivoted around a controversial idea of "GM Agency" (I agree with your lead post that its controversial), then "social contract," and now its landing on "living, breathing, world" and then indexing "what makes sense (to me the GM)." Those don't help me a ton if I actually want to run most any game (except for something that is the most free-form, the most rules-lite, the most GM-directed game possible). They're either too lofty or slippery or begin and end with near total mystification of purpose and process...of participant duties, constraints, and means.
Ok, so what if we talked about duties, constraints, and means? We should be able to take virtually any game we run and nail down (a) what each of those are within the scope of that game and (b) cite very clear examples of how each of those specifically facilitate play across any given interval (its not enough to articulate a vague, meandering idea of how a game churns across an entire campaign). We should be able to talk about prep, talk about content generation during play, talk about why and how either are happening in totally unambiguous ways. We should be able to talk about very specific, very particular, game-directed aspirations for a GM. We should be able to talk about how the game's engine and ethos directs, compels, inhibits our input at each moment.
Pick five games, and I bet, if we tried hard and cared enough to, we could develop a fairly concise, clear depiction of duties, constraints, and means such that aspiring GMs would feel the magnitude of the task reduced and their level of preparedness increased. And, if for some reason we couldn't do that for a particular game, that would also be an interesting result.