Here's a post from upthread,
Thank You now I can answer your questions.
For instance, the player declares "I look around, hoping to see a vessel to catch the spurting blood in."
Or the players collectively declare "We skedaddle, so the pirates don't find and catch us."
In Burning Wheel, whether an
Intent+Task is an example of character agency or meta-agency depends on whether the declared intent respects world logic.
Burning Wheel prioritizes success above all. The rules are clear: a successful roll means the intent happens. The GM cannot override it. That works fine when the intent makes sense in the fiction. But if the world as established makes that intent impossible, then honoring it shifts the resolution into meta-agency. The system enforces success because the player followed the process, not because the world supported it.
Let It Ride adds to this. Once a roll succeeds, that outcome stands. Even if something happens later that logically calls for a new check, the GM is told not to call for another roll unless the situation changes drastically. That can lead to results that no longer match the fiction, but the system insists the success holds. Again, the player acts based on what they know as a player, not just what the character perceives.
In Living World play, when we use theater of the mind, things are sometimes loose; as a result, the differences between the Living World approach and the Burning Wheel approach are minimal. But when we have concrete maps, minis, or known geography, the fiction is fixed. The world is what matters. If the alley is a dead end, you can't escape through it, no matter how well you roll. With Living World sandboxes, the world is sacrosanct, not the roll.
So, whether we are talking theater of the mind or concrete visuals, you give examples of Character Agency when using Living World. However, the Intent + Task system of Burning Wheel depends on whether the intent is consistent with the fiction.