No they aren't. There's is no part of "the player controls what his PC says and does" that touches on "the player authors the fiction outside of the PC," and vice versa. They are two very different things.
Sorry, let me clarify. Both are subsets of "player agency" as both are ways in which a player may influence the game.
See above. The two types of agency cannot happen at the same time. You cannot both author the fiction outside the PC in the same moment as you are saying what the PC does or says that affects things. They can occur closely after one another, but so can multiple instances of one or the other.
Time is finite. You cannot have more agency in one game that the other, because the two agencies are mutually exclusive in the same moment of time.
Maybe you're some magic man that controls time and creates time loops or does other crazy stuff that no one else can. I doubt it, though.
I don't know what you're on about.
Nice Strawman. I'm not talking about a living world. I'm talking about a sandbox. In fact, if you were actually going to start reading to understand instead of reading to reply, you'd have read that I said that when the game shifts to be more linear with the passive players, the living portion of the game still happens. So of course a living world doesn't grind to a halt due to players not being proactive. A sandbox does, though. A sandbox cannot happen if the DM is initiating things.
If the living portion of the world still happens, then something like what I've described should spring up.
I don't really understand the distinction you're making between living world and sandbox, but it seems nonsensical to me. Also, a GM can certainly initiate things in a sandbox... to say otherwise displays a serious gap between our view of what a sandbox is.
You said that in less 10 seconds of game gnolls could seek out giants, persuade them to attack, and then the giants could get to town to attack it. Because that's how much time happens when nothing is happening. The players aren't sitting at the table in the inn for the days or weeks it would take for all that to happen.
No, not in less than 10 seconds. If a GM is running the world, then these kinds of things will have been happening in the background all along. So things are happening out in the setting, as established per whatever processes the GM may use. If the players stop being active, then something happens. This is one of the great things about this type of game. The GM can initiate things and make the players react.
If instead we're talking about at the start of play, the players have their characters sit there like lumps, then again, the GM should have something happen to get them to act. Hopefully, that gets the ball rolling, and then the players see different paths forward to choose from.
You did say 10 seconds, because that's how much time passes while the PCs are just sitting at the table and the players are staring at me. And it was during the staring time that this is all happening.
No, the 10 seconds came from you. I think you'd likely say something like "if you were reading to understand rather than respond, you'd have understood".
The idea that you didn't get the context, combined with your other comments, imply to me that you don't really understand the concept of the living world.
If I'm going to initiate something, it's not going to be something that takes days or weeks to happen when only a few seconds of game time are happening.
In a living world the DM doesn't just decide to backdate time and have something occur in the past that did not already happen, so the gnolls didn't decide to retroactively have approached the giants.
Okay... again, two things.
First, why not? Just say "you lay about town for a few weeks, when suddenly, a bell rings out... it's the alarm bell from one of the lookout towers! Cries of 'Gnolls!' can be heard from near the wall. What do you do?" Time is mutable... as the GM, you can set the pace however you like if the players aren't doing anything.
Second, as I've explained, this scenario with the gnolls would be something that would already be "in motion". This would happen over sessions of play if the players chose not to interact with those elements of play. It could be very easily summarized like this:
- Gnolls are raiding caravans along the western road
- Emboldened, the gnolls have begun to attack homesteads and farms not far from town
- The gnolls use their pillaged funds to hire a couple of giant mercenaries to bolster their force
- The gnolls attack the town
As a GM, you'd track these events and mark the progression from one step to the next, provided that the players don't get involved in some way. If the players do get involved, then you'd determine the impact that involvement would have on this track of events.
It would 1) have already have had to be planned, and 2) could not be aimed at the PCs like that. If either one of those isn't happening, it's not part of a living world.
I don't agree with your number 2 at all. You seem to be operating under the impression that the GM can't instigate events in a living world, which I think is quite wrong.
I'm curious what
@Bedrockgames and
@robertsconley have to say about your description of it.
If I'm initiating something to get the game moving with passive players, it cannot be part of the living world unless it just coincidentally was something pre-planned for that specific moment and the PCs just happened to proactively go there. None of which occurs when PCs are passively sitting at a bar.
I mean, one instance of a MG initiating things to hopefully get things going doesn't cause the sandbox to burst into flames, Max. If the players don't instigate something, or at the very start of play, you can incite some action.
If it never moves past that, then sure... the living world approach would seem to not be working for these players.
Right. I said that. It's just not 1) a living breathing part of the world, and 2) not a sandbox any longer.
I also said that in my experience, passive players don't switch to proactive. Your experience may be different, but in mine if they aren't proactive from the get go, I have to initiate things a lot over the course of the entire campaign.
Well, I think people can adapt and/or improve. I also think that players can be encouraged to be reactive or proactive or inactive. The GM plays a huge part in this.