MGibster
Legend
"The rules were made for man, not man for the rules." Gygax 2:27Rules lay boundaries and structure, but in the end, they serve the players 9includeing the GM), not the other way around.
Good question. You could always just flip a coin giving every action a 50/50 chance of succeeding no matter how nonsensical it might be, but is that a good solution?Can’t a general rule be introduced for this that the player can understand and rely on?
The OP defines agency as "the product of inviolable rules which the players know and can rely on to achieve known goals." This is what I was specifically addressing.I'm not saying we need inviolable rules, but plenty of roleplaying games have inviolable rules without codifying every possible action. Marvel Heroic RP, Blades in the Dark, Apocalypse World are all examples. Like you can build in constrained judgement into your game design so that it can respond to just about any sort of fiction.
My brain is filled with random Snarf trivia. I can't track all posters here an EnWorld.Bizarre. Anyone who knows @chaochou's posting history knows that he likes Apocalypse World and Burning Wheel. And also has at least nostalgic fondness for Traveller, RuneQuest and AD&D.