Campbell
Relaxed Intensity
So keeping to real world for a moment, do I have 0 agency if I'm lost? What if I just pick a direction in hopes of finding something familiar? What if I have a little information and know the general direction of the nearest road? For that matter do I have agency if I'm on roads that were built by someone else?
We make decisions all the time with limited understanding, so how much is needed? If we sometimes lack knowledge does that negate other times when I did have more information to go on? Because these kind of things seem to be what we go round and round about. Most of the time people in my games will have a fair amount of information to make a decision and I'll even go out of my way to remind them or give them appropriate knowledge checks if I think it's appropriate. But sometimes? Sometimes it's little more informed than a flip of the coin because the players don't know any more than the characters do. If you're always guessing or your decisions don't really have any impact? Then you're lacking autonomy. But I don't think autonomy is binary and should not be judged by the fact that sometimes you're basically guessing even when the outcome can be critical.
I'm just trying to establish a baseline because some people have very different definitions of what I consider common terms.
Almost no one in any situation has zero agency, but someone who is not lost in the desert likely has more than someone who is. Having compass or maps on hand would mean more agency. Knowing where the road is would provide more.
We're all going to have our own thresholds for levels of agency. We might even have different thresholds for different games based on other factors. I'm a pretty big Vampire fan and that's a game with phenomenally low agency to start. In comparison I find the level of agency we have in our current Scum and Villainy game to be a bit too much. The tools at our disposal have sort of outstripped the game's threat matrix.
Of course, any game is going to have moments where we have more agency and where we have less. Often as a result of consequences of our decisions.
Most of what I ask, regardless of game, is that when designing scenarios or framing scenes the GM should think about what information will be available and the gameplay ramifications of it. To basically give a crap about the game as a game.
I'm not an agency maximalist though. I don't think more is always better. I think you need a middle ground where decisions matter, effectiveness and success are earned, and characters still struggle some. I'm also someone who likes a certain amount of baked in premise, so I don't really value full autonomy as some sort of basic good. The idea that players might without regard to anything established about their characters just screw off and become pirates or whatever would be a non-starter for me personally.