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D&D General [rant]The conservatism of D&D fans is exhausting.

What do you mean? Isn't deciding what my character cares about, and declaring an action, doing something as my character?
No, that’s not doing something as your character. Declaring goals to the referee is a player-level action. Your character doesn’t know the game has a referee. The moment you step outside the fiction to discuss intent or negotiate outcome, you’re no longer acting as the character, you’re acting for the character.

Hence it is an example of Meta agency
 

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No, that’s not doing something as your character. Declaring goals to the referee is a player-level action. Your character doesn’t know the game has a referee. The moment you step outside the fiction to discuss intent or negotiate outcome, you’re no longer acting as the character, you’re acting for the character.

Hence it is an example of Meta agency
What, characters don't have hopes? They don't do things for reasons?

Just a handful of posts upthread, you said that "We skedaddle so that the pirates don't catch us" is character agency, but now you're saying that it's meta agency because it includes a goal!
 

Consider a RPG - of which there are several - in which (i) players, as part of the build and play of their PCs, are expected/required to signal what their priorities are for their PCs, and (ii) the GM, in doing their work in relation to setting, situation and consequence, is expected to have regard to those player-determined priorities.

Is that "meta-agency" on the part of the players?
Maybe not for those games, sure. But those aren't the games I play or care about.
 

If you google agency in an RPG, you end up with two primary types being discussed. Player and character agency. It seems there's enough buy in that those two show up all over the place.
I took you up on that challenge and googled away. Turns out I still couldn't find anyone claiming there to be two types of player agency. All I got was a bunch of think pieces regarding player agency in general, some even describing it as something of an illusion. The closest I got to your definition was a blog post written by Monte Cook that claimed that some people would falsely claim that narrative control was player agency, something he disagreed with. I'm still not seeing the same buy in as you are.
 

I am not talking about "input from the meta level". I am talking about rules that govern the GM's decision-making. Just as you are, when you refer to "a consistent world", which is (as best I can tell) a heuristic you advocate GM's use to make decisions about what happens next in the fiction.

I am only talking about the first of these.

I am talking about RPGs like Burning Wheel, Torchbearer and 4e D&D where the GM has authority to frame scenes.

As far as determining what is at stake and influencing tone and theme - if you are saying that, in a living world sandbox, only the GM can do this, then to me that only drives home how great is the GM control that you are advocating for. Given that stakes, tone and theme all follow from GM decisions about their PCs, what they care about, and what they do, as far as I can tell these all sit within "character agency".

No it wouldn't. As best I understand it, Arneson was not running Blackmoor in a manner that made it hard for players to understand what the consequences of their action declarations would be.
You say you’re only talking about character agency, but the systems you reference, Burning Wheel, Torchbearer, and 4e D&D, rely on structured procedures that constrain the referee. These games give players control that extends beyond just acting as their characters. They also allow players to act for their characters, meaning they make decisions that affect the fiction at a structural level, such as framing scenes or establishing stakes. That is a different kind of agency than simply declaring actions from within the character’s point of view.

This distinction is important. In a Living World sandbox, players act as their characters. They make decisions based on what their characters see, know, and understand, and those decisions have consequences grounded in the logic of the world. The player is not stepping outside the fiction to shape the narrative or declare what the session is about. They are not authoring outcomes or negotiating framing. That kind of input is acting for the character, and it belongs at a different level of play.

You claim that stakes, tone, and theme follow from what players do with their characters. I agree, but in the Living World approach, those elements are not prepackaged or negotiated in advance. They emerge through the ongoing impact of events and consequences. Players are not told what the stakes are. They find out through play. Tone comes from how the world responds, not from a shared declaration. Theme arises after the fact. You only seem to recognize player impact when the system gives players structural control. I recognize impact when it emerges from consistent decision-making within the world.

As for Blackmoor, you say it was not railroady because players could predict the consequences of their actions. Yet Blackmoor lacked formal procedures for resolution. What it had was a referee, Dave Arneson, applying judgment based on world logic, for him it was history and what he loved about science fiction, horror and fantasy. That is the same thing the Living World model does. If Blackmoor had agency, then Living World campaigns do as well.

The real issue here is that your usage of character agency folds procedural guarantees into the definition. You say you are not talking about meta-level input, but you only seem to acknowledge agency when the system provides formal control mechanisms. That treats acting for the character as the default model, rather than recognizing the legitimacy of acting as the character in a consistent world.

It is OK to prefer that model, but it does not make other approaches flawed. It means they are working from a different definition of agency, one that deserves the same consideration.
 

OK, so why then do you keep saying I am talking about so-called meta-agency? Given that I am talking about the rules and principles that govern the resolution of these sorts of action declarations.
Your examples only show the declaration, which is character agency. To give a full answer I need the rules for the how the action is resolved.
 

What, characters don't have hopes? They don't do things for reasons?

Just a handful of posts upthread, you said that "We skedaddle so that the pirates don't catch us" is character agency, but now you're saying that it's meta agency because it includes a goal!
The “we skedaddle” example is a player describing what their characters are doing in the moment, in response to the immediate situation. That is character agency. It’s tied directly to what is happening in the fiction and is resolved as part of play.

What I am distinguishing is this: when a player steps outside of that immediate context to talk about what their character wants in general, or what arc they are hoping to pursue, that is not acting as the character. That is acting for the character. It is not part of an in-fiction decision, but a meta-level discussion.

The dividing line is timing and context. If the statement is tied to resolving a present situation, what the character is doing right now, it’s character agency. If it’s about long-term goals, planned outcomes, or narrative themes, it is meta-agency.

We are not physically acting in character like in a LARP. All in-character decisions must be conveyed through descriptions and declarations. The only “in-character” action at the table is through roleplaying in first person or descriptive narration. That’s why clarity between acting as the character versus speaking about the character matters.
 



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