The distinction I make between character agency and meta-agency is not about players stepping outside the fiction to co-author the story. It is about how different systems resolve action declarations. In a Living World campaign, agency comes from what the character does in a consistent world. The outcome is shaped by the world’s logic. In Burning Wheel, the player may be acting as the character, but the system ensures that what the character wants becomes the reality of the setting. The player is not just navigating the world. The system gives their intent structural weight and enforces it on the fiction. That is meta-agency. The player does not have to speak out-of-character to be exerting control beyond the character's point of view.
There is no world that exercise causal potency. Where you say
the world, you are actually talking about the GM making a decision, using whatever heuristics and processes they think will ensure "consistency".
In Burning Wheel, the GM uses different processes - not ones that foreground their ideas about "world consistency", but ones that respond to player-determined priorities for their PCs.
The idea that one is more "meta" than the other has no foundation that I can see - they are simply different GMing principles.
And it is simply not true that 'what the character wants becomes the reality of the setting". Unless you mean nothing more than the truism that
sometimes characters succeed at what they attept. I mean, even in D&D sometimes players succeed, and then things they want become the reality of the setting (eg the Orc is dead; the door is open; the trap is disarmed; etc).
You say all you do is play Thurgon, but that overlooks what the rules are doing behind the scenes.
How am I
possibly overlooking these things, when in the post that you are replying to I say "The rest is taken care of by the GM following and applying the rules of the game." Did you not read that sentence before replying?
Beliefs, Intent and Task, Let It Ride, and Say Yes or Roll are not passive tools. They are mechanisms that guarantee the fiction will shape itself around the character’s goals. This is not just acting as the character. The system makes sure those actions carry extra narrative authority. That is what I mean by meta-agency.
I don't know what you mean by an "active tool" (cf "passive tool"). But all those rules govern
the GM. So now you are saying that it is "meta-agency" that the GM follows the rules. Which, as I already posted, is bizarre.
You also say stakes are not negotiated in Burning Wheel. But the moment a player declares an intent, that becomes the stake. If the roll succeeds, the GM is required to make that intent happen. That is not the same as discovering the stakes through play. That is the player, using the system, to set the stakes in advance. The GM cannot override it once the roll is made. The player’s intent does not just express what the character is doing. It directs what the fiction must now deliver. That is a structural feature of the system, and it is not present in Living World play.
Just to be clear - are you saying that in Living World RPGing the GM can override the results of a player's roll? So eg the player succeeds in the roll to hit and kill the Orc, but the GM can just decide that the Orc remains alive. If so, what is the point of the player rolling the dice?
When you bring up Blackmoor
You brought up Blackmoor, not me. I brought up Gygax on Successful Adventures.
you are agreeing with the core of my argument. Agency can come from a consistent world and shared expectations, not just from rules that constrain the GM. But instead of acknowledging this, you cast doubt on whether my Living World play works the same way. That move avoids the issue. Either you believe informal structures can support agency, or you do not.
I'm sorry, you don't get to tell me what I believe, and to affirm simplistic dichotomies and insist that I must do the same.
I have posted extensively, in this and other threads, about my understanding of classic dungeon play. I have expressed my general doubts about the possibility of extending this to "living world" play, with a particular focus on the players' ability to know what the outcomes of their declared actions will be. Given that, just above, you seem to have said that you don't regard players' successes on rolls as having any binding significance for the GM, I retain those doubts.
Finally, throughout this exchange you have dismissed my use of meta-agency as false, while repeatedly describing situations where it clearly applies. You deny the term, but your own examples depend on system structures that elevate player input beyond the character's point of view or what the character is capable of in the setting.
Because it's not "meta". There is nothing "meta" about just playing the game and following the rules.
I mean, it's notorious that Gygax included the Fraz-Urb'luu room in Castle Greyhawk because he thought it would be fun and interesting. Does that mean that the players were exercising "meta-agency"?
When this happens once or twice, it is a misunderstanding. When it happens over and over, it raises questions about whether you are engaging seriously with what I am saying or just refusing to let go of your framing.
I'm not misunderstanding. I just think you're wrong. You seem to think it's the pinnacle of player agency to prompt the GM to make a decision. I don't agree.