I came a little late to this, but I think it's probably best to start from the first post.
Player agency is often argued about on these boards. This post will not attempt to reconcile such arguments. It will enunciate the definition of agency that I use and the reasons I do so.
Agency defined
Agency in games is the product of inviolable rules which the players know and can rely on to achieve known goals.
I’ll look at each of these elements in turn – but it’s important to note that these elements don’t stand in isolation. They work in unison. They must all be present to create agency – the absence of even one of them is fatal.
I think this is a bit redundant (any rule that is not inviolable is not a rule), and in light of the rest of your post, I think is slightly insufficient.
Firstly, I don't actually think
knowledge is necessary so much as
knowability is; there are entire genres of games that are defined by the player discovering rules, or working with incomplete rules knowledge. You could make a case that completely lack of knowledge precludes agency, as the first move in such a game might be made truly randomly, but incomplete knowledge of a knowable system does not preclude agency when acting within it. Choosing a sequence of moves that will, for example, provide information that can be used to logically deduce how an unknown rule works is an expression of agency.
Secondly, "can rely on" is the part I find insufficient; I would use a stronger "can leverage" formulation. A race game wherein I can advance a fixed amount every time I press a button meets your formulation, but does not possess agency. The player must be able to do something with the rules that brings them closer to achieving their goals than some other thing they could do. Agency requires the player be given meaningful choices towards achieving their known goal; that is, they must be able to play badly and well, making choices within the rules structure that bring them closer to or further away from that goal.
Thirdly, and possibly just an expansion of my second point, missing entirely from definition is an evaluation of whether player choices produce variable results. A game with trivial optimization cases could be said to possess player agency, but not a ton. Tic-Tac-Toe technically allows the player several choices, but the strategy is transparent and renders most decisions pointless. It is a quite low agency game.
And that bring us to the final point your definition (and subsequent post) doesn't cover: agency is not a binary state, it's a spectrum. What you've called several times "games without player agency" below conflate games with low player agency and things that are not functionally games.
RPGs and goals
One critical area of divergence between RPGs and most other games are that many RPGs don’t clearly state the goals of play. Chess defines the goal – checkmate the opponent or run out their clock. Football sets goals as the, well, goal. In tennis it’s points, to win games, to win sets.
On this point, I agree wholeheartedly, but draw very different conclusions. I would argue that allowing players to set their own goals and evaluations of those goals is definitional of the RPG form: play continues after goal evaluation, players can set new goals after their previous goals become impossible or are achieved.
What often happens is the breadcrumb trail – endless instructions to go here and do that, and then there and do this, and then being attacked by this thing, and ambushed by that thing. Fetch this, kill that, uhoh there’s a skeleton army on the way. You must destroy it. Fairly soon you don’t need the overt instructions anymore – it’s implicit.
Even when this doesn’t happen the secondary presumption is that the players will choose from a menu of goals pre-scripted by the GM. These are still the GMs goals.
D&D doesn’t ask you to create characters with stuff they need to achieve. It asks you to create blank slates waiting to serve the GM. The GM gives you a hook and you are expected to bite. This is the ceding of your agency – of the infinite things your character could want to achieve and choose to pursue, you are expected to do the things and go to the places and talk to the people that the GM has written this adventure about. D&D gives primacy to the GMs world and the GMs prep. It makes the players, through their characters, subservient to both.
You're conflating the most constrained kind of adventure path play here with everything that happens in D&D, and that's annoying but beside the point; if this is a constriction on agency, then no form of gameplay outside of the RPG could possibly possess it. When I sit down to play 1846, I immediately cede any authority over the game's goal, which always will be to accumulate the most wealth before the bank breaks. Is there some process by which Tom Lehmann setting the goal of play without being at my table preserves my agency but my proposing to my players they might like to stop a plot to murder their beloved queen does not?
In games featuring player agency, the starting point is the creation of characters with their own purpose and their own goals. I may have been outcast for my sorcery, but I will become King. I will avenge my murdered wife, taken from me by an apparition which appears only during a lunar eclipse. The world is secondary. Only once we know the characters, can we understand the world we need to create to bring these exact characters to life. When the players have agency, the world serves the characters, not the other way around.
Your claim is too strong on multiple fronts. Not controlling the goal of play does not preclude a player from having agency (indeed it must not, or no other form of game could possible include it), and further accepting a goal proposed by someone else is not a diminshment of agency either. In the classic plot hook scenario, if a player agrees to a proposed goal, it does not matter whether it originated from the GM or not.
What you're proposing here is possibly a desirable attribute in a game, but it can't be associated with agency in the way you are.
1: Pseudo-resolution processes
When I talk about resolution which players can rely on that means that the outcome is codified into the rules. Taking a piece in chess is an outcome I can rely on. But moving your piece and asking me, the GM, to tell you what happens is completely devoid of reliability. It reliably produces the outcomes the GM chooses – and that is all. Roll a dice and the GM describes what happens gives the same player agency. None. Of course, it is also beloved of illusionist / railroading GMs.
Much of D&D functions in this way – roll a dice, add a number from your character sheet, and I tell you what happens.
I actually have no disagreement with this point broadly, though I point towards a very different set of emerging design criteria. It's a failure of design to leave the GM writing resolution processes in the moment, which is routinely enabled by treating the need to do so as a freedom instead of a burden.
Systems like Burning Wheel and Apocalypse World have codified outcomes. But – and this is critically important – those codified outcomes work in tandem with player-set goals. The elements of agency don’t work in isolation.
So, a common argument is to try and focus in on a moment of resolution – such as a die roll and resulting narration - in a game with agency and a game without. Frequently they look quite similar. GMs from games dictated entirely by them say ‘Aha! it’s all the same’. What they elide is that when the GM has already set the goal – your characters are all tasked with killing A or solving B or discovering C – the resolution process is immaterial. If your goal has been set for you, play is all about doing what you’re told, not what you want.
A game can feature a player-authored goal such as ‘get rich’. But if that game doesn’t feature codified mechanics for acquiring wealth (Monopoly, Acquire, 1830 all feature such mechanics) there’s no agency. It’s the combination of goals and mechanics that are vital. Try playing Monopoly where another player (let’s call them the GM) has complete control of the game’s money supply, asset availability and asset prices – and come back and tell me how much agency you have.
You're still smuggling in "player set goals" as a necessary component of agency again here, which I'll note is outside of your initial definition and apparently unique to the RPG. You also seem to be keen to expand that to a broader claim that "players set goals without any input from the board state" which I also don't see the necessity of.
2: ‘Real life’
People keen to maintain the illusion of agency in their roleplaying games often try to equate gameplay agency with 'real life' agency.
Real life has no person who chooses the weather. It has no person who chose to create mountain ranges or oceans. No person who decides every building in your local town, or everyone who lives within a 10-mile radius of you, or how close the nearest policeman is right now. These things are not determined by individual agency - even though in some cases they may be the accretion of dozens, or thousands, or billions of human decisions.
For these things to be included in a game someone has to decide them. Making stuff up is not analogous to the real-world’s deterministic factors. Nothing about who makes stuff up makes any of it more realistic. Denial of your agency to make stuff up is nothing to do with 'realism' - it's simply denial of your agency to make stuff up. The primacy of GM world-building and GM prep is given cover by claims of ‘realism’ and ‘consistency’. Both realism and consistency are entirely possible (and, in my experience, overwhelmingly likely) in games featuring player agency.
This section is largely irrelevant. Not being able to decide the precise conditions of the board state has nothing to do with a player's ability to act on it. Offloading a bunch of decision making about what the board looks like to the GM is simply one means of solving where that information comes from. You pointed out earlier you could achieve solo play doing the same thing with a series of tables, some games use fixed scenarios that players attempt to navigate using known rules and so forth.
The problem you're pointing towards is that a GM could maliciously use their deciding power to render all player decisions unimpactful to the ultimate evaluation of their goals. The classic "rocks fall, everyone dies" is the most obvious example, or the adventure path with a false choice, left or right will both lead to an ecounter with a bugbear being the more insidious version we call railroading. What doesn't follow is that a GM
must do this if they're responsible for creating the content that makes up the board state. Personally, I find the diversity of possible board states that having a GM capable of simulating those questions of weather and people and wall thickness allows is worth the risk.
Mostly the risk here comes from the GM's overlapping responsibilities; GM as worldbuilder, GM as animator of NPCs, GM as adjudicator of rules, and the most frustrating for me, GM as designer of last resort. Ideally those last two should need be invoked as little as possible or not at all, and the GM should treat all of these roles as professionally separate responsibilities that do not impinge on each other. I'd quite like to see a game that completely separates the first two into two different people.
If player agency matters to you, keep your eyes open for inviolable rules which you know and can rely on to achieve your goals. Watch for GMs with opaque processes, resolution which doesn’t give you any actual say in your character’s outcomes, GMs that expect you to agree to them setting your character’s goals for you.
I'm abridging the rest as I don't think you have any new claims in the next few sections. Fundamentally, I think you're trying to paint agency as more binary than it is, leaving out the space of strategic decision making and adding some RPG specific concerns about player goal setting that I don't think are represented in your initial definition.