The second example is why I don't agree with you about the first example.Losing control of your character is a form of agency loss.
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If I fail a climb check, my agency is limited in that my character is no longer able to access whatever is beyond the wall. But we wouldn't call this a loss of agency.
I don't think it's accurate to describe having one's attempted move fail as a loss of agency in playing a game. I've lost a lot of games in my life (and have won some too), but the fact that I lost doesn't mean I didn't have agency. It just means that I played badly, or got unlucky, etc.
The fact that there is so much focus on the player getting to have sole authority over what their PC feels, to me, seems to be a sign of the narrowness of the locus of agency in a lot of RPGing. That the only way the player gets to express their agency is via authoring the colour of what their PC feels.
(And I call it colour deliberately - because in a typical, conventionally-structured RPG it's not as if being able to author your PC's feelings has any effect on the actual outcomes of the actions you declare for your PC.)
These quoted passages characterise my feelings about quite a bit of this thread!I've said exactly what my idea of agency is. I'm applying that same standard to all games. I'm not interested in building up one game over another. As I've pointed out to you many, many times... I play many kinds of games.
The issue is that I have an opinion that you don't agree with, and because it's not the mainstream opinion, you think I should change it.
Too bad. I'm not going to do that.
What's amazing is that at the same time that you expect me to conform to the norm, you're posting about feeling bullied.