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D&D General [rant]The conservatism of D&D fans is exhausting.

But we're only going to be able to really find out what the players can do and how they go about doing it by looking at the principles. They're not divorced from the rest of the rules; they inform them.
By "what the game allows the players to do" I took @Faolyn to mean what sorts of things the players are allowed to have their PCs attempt.

One thing I keep getting struck by in this thread, is how many posters seem to think it is noteworthy if, in a RPGing experience, players are allowed to make their own action declarations without needing the GM's permission or being subject to GM vetoes. It makes me wonder what's going on out there in the wild!
 

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Right, but I'm trying to view it in context... which you say is important to you.

Losing control of your character is a form of agency loss. But my point is that it is an understood risk and so, when we look at play on the whole, it makes far less sense to call that instance of play a loss of agency. From the player perspective, that moment of play came about precisely because of my influence on the game. That in that moment, it didn't go the way my character expected... that the character isn't willing to kill in that moment... doesn't seem to be taking anything away from me. Yes, technically, I've lost control of my character for a moment and that can be called a loss of agency... but it seems pretty silly to do so based on the context.

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.

So...


You seem to only be examining this kind of play from the lens you'd use to examine more trad leaning play. Which I talked about. It makes more sense to label this kind of thing a loss of agency in a trad game, where the moment most likely comes not as a consequence of a situation that came about as the result of player contribution, but rather as something entirely of the GM's creation.



I am challenging the accepted meaning because it's limited. While it suits more traditional type play, it is an outdated way to judge all of TTRPGs.

What I have been doing is taking the idea of player agency as it applies to all games and applying it to RPGs. As far as I can tell, the only issue you're able to point to as problematic about this approach is that it means that your preferred play style is not as high on player agency as you previously thought.

That doesn't seem to me to be a valid reason not to apply this reasoning to the topic.



I'm not limiting it to players engaging with mechanics and not the setting. I'm including both. However, I'm viewing both as instances of a player playing a game.



I did use the term GM-driven, and I should not have. I have since changed it to GM-focused, which I feel is more accurate.

That this type of play is not as player focused as is often sited is my opinion, and I've explained why. You may not like that opinion, but don't tell me it's problematic. And don't tell me it diminishes the amount of player agency in any game at all. The same amount of agency is available in your game after my sharing this opinion as was available prior.




Yes, that's the context I'm more concerned with than the technically correct use of the term agency. My use of the term colloquialism was just saying I wouldn't argue this if something like this came up in play and someone described it that way as a way of shorthand.

But if someone complained about a lack of agency in the game? I'd view that as a misuse of the term.



I didn't say that characters' thoughts and feelings "have nothing to do with agency". I described a very specific type of game with very specific outcome and how viewing it as a loss of agency is too simplistic.

You say context matters, but all you're focused on is the technical bit of "but you lost control for one moment".



No, that's not what I'm doing. Please don't tell me what my motives are, and please don't tell others what my motives are.

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.



I think that @TwoSix described it pretty well. In the world of trad, GM created play, sandbox play is among the highest agency games you can find.

There is a lot here and I don't have time to address it all. I think in places we got our wires crossed over how nuances are expressed, and I think in some places we just see things a bit differently. But I wanted to address the bullying comment. I wasn't accusing you of bullying, and I wasn't saying I feel bullied. I was saying some of the rhetoric and the way these things are talked about veer into intellectual bullying. You and I have strenuously disagreed over multiple threads. On the whole, given how far apart our opinions are on some things, I think we've been fairly civilized with one another. That is one of the reasons why I have engaged you more as a poster. I think both of us are frustrated, but I was not trying to direct that comment at you. I was talking about the aggressive interrogation of play style that sometimes happens in these conversations, in particular the way jargon can sometimes be wielded like a club
 


And it is accessible I think. At least no one here seems confused about it (unlike the concept of agency in general).
I find it utterly confusing.

I've been told that my framing choices as a GM in BW are manifestations of player meta-agency.

And I've been told that Gygax's dungeon-building choices, to make something fun for the players, is not a manifestation of player meta-agency.

But I haven't been told what the difference is. The only difference I can see is that the poster who coined the term doesn't like Burning Wheel but does like Gygax's dungeons.
 

I find it utterly confusing.

I've been told that my framing choices as a GM in BW are manifestations of player meta-agency.

And I've been told that Gygax's dungeon-building choices, to make something fun for the players, is not a manifestation of player meta-agency.

But I haven't been told what the difference is. The only difference I can see is that the poster who coined the term doesn't like Burning Wheel but does like Gygax's dungeons.
Were Gygax's specific choices made to relate to the goals, drives and feelings of specific PCs? Did Gygax "frame scenes" always with those specific PC concerns in mind, with plausibility a secondary concern?
 


In your case the issue
I appreciate the lengthy response & have a pretty solid grasp of how I think you handle stuff now
Excellent
; but I did want to just slide in and ask: Midkemia? Wow, talk about flashing back to my childhood books there! Is that a setting you built based off the Riftwar works?
Midkemia? I love the first four books and every time I reread them I am reminded how bits and pieces of them drifted into my Majestic Wilderlands. But did I reference Midkemia somewhere in my post or pictures? Just curious because I don't recall doing so.
 

Midkemia? I love the first four books and every time I reread them I am reminded how bits and pieces of them drifted into my Majestic Wilderlands. But did I reference Midkemia somewhere in my post or pictures? Just curious because I don't recall doing so.
First picture shows a screenshot of various directories, the last directory shown is Midkemia.
 

If we are going to break up agency in terms of character agency and content authority / meta-agency I think we should also talk about agency as a player of a game as at least a separate concern. Especially in the realm of Sandbox play where Into the Odd and Worlds Without Number put a much stronger emphasis on scenario design from a gameplay perspective than Adventurer Conqueror King and @robertsconley 's enumerated approach while still very much being Living World Sandboxes.
So if I understand you correctly you are considering the following list.

  • Players acting for their character (meta)
  • Players acting as their character (character)
  • Players playing a game that has nothing to do with their characters. (your addition)
What things in RPGs you consider falling under that last category? Starship Construction?
General worldbuilding? Although I would consider that part of acting for their characters. But to be fair, it can be a fairly involved process, given my experience with the topic.
 

Into the Woods

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