Faolyn
(she/her)
Note the bolded bits. Even in 5.24, a perfectly normal lion isn't telling you what your character is thinking. It's roar is causing you to secrete norepinephrine and epinephrine, causing you to experience fear. Or possibly it causes an increase of blood created in the marrow, thus causing an imbalance in the humours and for the person to become frightened as a result. It depends on where your world is on the realistic-to-medieval scale.None of which addresses the core point.
The claim was that a game which forces a character into a particular emotional state (fear was the topic at hand, but the claim was made in a way that was more general) specifically because they failed a roll, is a game that cannot feature agency, because it is a rule dictating what a character feels. This is of course immediately undercut by a massive glaring exception--magic--but I am well aware that that ship has sailed, and am willing to accept the modified claim that a mundane situation would be unacceptable intrusion into player agency as had been defined, e.g., the player has absolute control over the thoughts, feelings, and actions of their character outside of non-mundane causes, or more succinctly, "The rules cannot tell me what my character thinks."
I then cited several examples where D&D does in fact do that exact thing: a purely mundane source, written as purely mundane, which can in fact force a specific mental state (fear), specifically by having the player fail a roll.
But it doesn't change how or what you think.
Compare to the duel of wits. According to actual rules I've seen, if a player loses any dice during the argument, they must compromise on their terms, and if they lose, they must agree with the other person, even if only for a short time. In other words, the roll of the dice means that a person's thoughts changes, albeit by a small amount for a short time.
So your premise is quite wrong. No amount of roaring on the lion's behalf is going to make me think differently about something.
And in the BW example, one player was forcing another player to hesitate, because pemerton refused to say for nearly two weeks that this was taking place in a highly unusual two-player game where both players were also GMs.
(Actually, in doing more reading about the duel of wits, it seems like it's not designed to be used as an actual way to argue with someone--you can't use the duel to convince someone to mend your armor, which is what, IIRC, pemerton suggested. Instead, it's designed to be used like a debate where you convince a third person or an audience, who are NPCs. Which would also have been nice to know two weeks ago.)