Agency is a very useful word to examine issues of expectations, system design, and fortune mechanics. It's not a word that can be invoked whenever someone doesn't like how someone works. DIfferent games do certainly slice up agency over the setting/gamestate differently though, although most of them fall within a pretty narrow (IMO) range centered around something like OD&D, or perhaps inhabit a range between OD&D and PBTA I suppose.Always seemed to me that “agency” was just a nonsense buzz word.
Tell the DM what you want to do….thats the agency that players have. If you want more of this mythical agency…you DM.
And now i have to go chase some kids off my lawn.
There was a time when you simply could or could not do things. I don't think there was much of a philosophy behind it all back in the before times. If you didn't like something (system/setting), you found something you liked.Agency is a very useful word to examine issues of expectations, system design, and fortune mechanics. It's not a word that can be invoked whenever someone doesn't like how someone works. DIfferent games do certainly slice up agency over the setting/gamestate differently though, although most of them fall within a pretty narrow (IMO) range centered around something like OD&D, or perhaps inhabit a range between OD&D and PBTA I suppose.
I think that cases where the character knows that what the NPC is saying is false is actually pretty narrow. I also don't think it's an issue of agency at all. All that a decieve roll does is relate information without any mechanical proof that the NPC is lying. Players might still suspect a lie, and are still free to act on that information or not. Conversatiuons about agency only make sense if that player is being compelled to play their character in a specific way. The D&D skill system doesn't compell player characters to act in any particular way, so it doesn't make sense to talk about agency.It seems to me that if an NPC succeeds at check to deceive a PC, then the player of that PC should roleplay as if they believe the lie until circumstances change to expose it.
I don't see how this is true of older games versus newer games. I don't disagree that there are more people talking about rules and digging into what they mean now (like, internet now), but that's all armchair philosophy. It doesn't change rules nor does it force anyone to change how they play rule set X. All it does is perhaps produce more annoying moments when playing with strangers where player X gets a dopamine rush from deploying a rules argument they read somewhere to try and force an issue. That doesn't change the rules either, and I don't think it's really any different from the old school rules lawyer.There was a time when you simply could or could not do things.
I wouldn't worry too much about it. All us armchair generals have our hot topic items.Again thanks everyone for all of the insight and perspective. However, from the reaction of a few folks, it seems that I've accidentally stepped on a sore spot, which wasn't my intention.
What I’m suggesting is that roleplaying may involve not acting on the player’s suspicions if the character would believe what they were just told (as determined by the check). I don’t see that as being compelled so much as just doing what the character would do.I think that cases where the character knows that what the NPC is saying is false is actually pretty narrow. I also don't think it's an issue of agency at all. All that a decieve roll does is relate information without any mechanical proof that the NPC is lying. Players might still suspect a lie, and are still free to act on that information or not. Conversatiuons about agency only make sense if that player is being compelled to play their character in a specific way. The D&D skill system doesn't compell player characters to act in any particular way, so it doesn't make sense to talk about agency.
I think you're misinterpreting what a successful decieve roll actually means as it applies to a player. All it means is that the player, and thus the character, thinks the NPC is telling the truth. There's absolutely nothing that compels the player to believe that the statement is true or especially to act on it. The roll doesn't determine what the player or PC believes though. The player can decide to act on that information however they like. Roleplaying doesn't compel the player to act either, althought they could. I know this is similar to what you're saying, but I don't think that the phrase "do what the character would do" is especially useful here except as a very loose rubric.What I’m suggesting is that roleplaying may involve not acting on the player’s suspicions if the character would believe what they were just told (as determined by the check). I don’t see that as being compelled so much as just doing what the character would do.