hawkeyefan
Legend
I’ve snipped your post up a bit, not in any attempt to change the context, but rather to focus on specific things that jumped out at me.
If I as a player choose to put something on the line… if I knowingly take a risk… and it doesn’t go my way… isn’t that part of play? Is that a reduction in my ability to play the game? Or is it a consequence for play not going my way?
The “questionable definition” you’re talking about is the actual definition of the word.
And no one is “diminishing the amount of agency operating in multiple styles of play”. I don’t even know how you can draw that conclusion. My posts have not… can not… change the amount of player agency available in your or anyone else’s game.
I think it is a very common thing for players who somehow lose control of their characters in D&D or similar systems to not like it and to describe it as a loss of agency. I’m not saying that’s wrong, exactly… I’m saying that I accept it as a colloquialism… as the phrase that’s used to describe the feeling. But I think it really depends on the context.
I think that when a game only allows player agency in the form of character autonomy, it makes more sense to see it that way. I mean, if you decide to go against Strahd, there’s a chance you’ll be charmed. You’re making an informed choice to face him and risk being charmed. So is that really a loss of agency if it happens? Not really.
But…in most games, a player isn’t generally putting their character conception on the line… that’s not what play is about. Any such loss of control is generally lamp-shaded as magic. This way, when the character shows fear of the dragon, we know it’s not because he’s not brave… he’s being influenced by some supernatural quality of the creature. Don’t worry everyone… Sir Felgar isn’t actually a coward!
But in a game where players ARE doing that…where they are putting their conception ofthe character on the line… then I think it’s different.
It’s an expectation of play. And it’s offset by the fact that the player has more say, beyond their character’s actions, in what play is about. They make choices during character creation that the GM is actively supposed to use in play. Not optionally… not at their discretion… they are what play is meant to be about.
So… I make a PC who’s out for revenge. We all know the story… The Count of Monte Crisco, Kill Bill, Best Served Cold, Hamlet, and on and on… the GM is obliged to make play about that. And wondering how far someone will go for revenge is a pretty common theme in these stories. So when a character gets to a point where we’ve perhaps reached some new level of fury… some line they’ve not yet crossed… as the player, I don’t get to just decide… the dice play a part and then I play the character per the results.
Now… can that really be described as a loss of agency given the significant influence I have had on play as a player? I’m not exploring the GM’s setting, I’m not on an adventure path, I’m not dungeon delving… I’m playing through events that are central to my character. Play is about my character and finding out more about him.
That is a level of agency typically absent from the kinds of games you’ve been describing. So when things don’t go my way and something I don’t want happens… I don’t look at it as a loss of agency. I look at it as adversity… as growth… as consequence… as meaningful and impactful.
I am trying very hard to be conciliatory in my approach. I think I have done a lot of reading across the aisle in terms of playstye and defition. But I also think there are places that demand push back (like if someone says controlling a characters thoughts and actions aren't agency if losing them area product of gameplay). This feels like a very athletic argument to me
If I as a player choose to put something on the line… if I knowingly take a risk… and it doesn’t go my way… isn’t that part of play? Is that a reduction in my ability to play the game? Or is it a consequence for play not going my way?
But I am largely just doing it to challenge a questionable defitnion that pretty much diminishes the amount of agency operating in multiple style of play in favor of another set of styles.
The “questionable definition” you’re talking about is the actual definition of the word.
And no one is “diminishing the amount of agency operating in multiple styles of play”. I don’t even know how you can draw that conclusion. My posts have not… can not… change the amount of player agency available in your or anyone else’s game.
But I do think it is also true that by and large, when players say "I don't feel like I have enough agency in this campaign" they mean their ability to control what their character is doing in the setting, where they go, what goals the party is setting, is limited.
I think it is a very common thing for players who somehow lose control of their characters in D&D or similar systems to not like it and to describe it as a loss of agency. I’m not saying that’s wrong, exactly… I’m saying that I accept it as a colloquialism… as the phrase that’s used to describe the feeling. But I think it really depends on the context.
I think that when a game only allows player agency in the form of character autonomy, it makes more sense to see it that way. I mean, if you decide to go against Strahd, there’s a chance you’ll be charmed. You’re making an informed choice to face him and risk being charmed. So is that really a loss of agency if it happens? Not really.
But…in most games, a player isn’t generally putting their character conception on the line… that’s not what play is about. Any such loss of control is generally lamp-shaded as magic. This way, when the character shows fear of the dragon, we know it’s not because he’s not brave… he’s being influenced by some supernatural quality of the creature. Don’t worry everyone… Sir Felgar isn’t actually a coward!
But in a game where players ARE doing that…where they are putting their conception ofthe character on the line… then I think it’s different.
It’s an expectation of play. And it’s offset by the fact that the player has more say, beyond their character’s actions, in what play is about. They make choices during character creation that the GM is actively supposed to use in play. Not optionally… not at their discretion… they are what play is meant to be about.
So… I make a PC who’s out for revenge. We all know the story… The Count of Monte Crisco, Kill Bill, Best Served Cold, Hamlet, and on and on… the GM is obliged to make play about that. And wondering how far someone will go for revenge is a pretty common theme in these stories. So when a character gets to a point where we’ve perhaps reached some new level of fury… some line they’ve not yet crossed… as the player, I don’t get to just decide… the dice play a part and then I play the character per the results.
Now… can that really be described as a loss of agency given the significant influence I have had on play as a player? I’m not exploring the GM’s setting, I’m not on an adventure path, I’m not dungeon delving… I’m playing through events that are central to my character. Play is about my character and finding out more about him.
That is a level of agency typically absent from the kinds of games you’ve been describing. So when things don’t go my way and something I don’t want happens… I don’t look at it as a loss of agency. I look at it as adversity… as growth… as consequence… as meaningful and impactful.