You are overtly focusing the form over function. Of course plot hooks in a pre-written module that is meant to be usable by anyone who happens to pick it up will be presented differently than those generated by a GM who knows their players and characters. But here 'who is the master' and 'why is Rufus getting wine' are clearly plot hooks (albeit the latter barely qualifies) and in essence are not different than 'what are the orcs doing here' from my earlier example.
They are not "plot hooks". There's no
plot. They don't
hook anyone onto anything.
In the shared fiction, there is the master. That's it.
In the real world, no one knows who the master is, what his motivations are, why Rufus serves him, why he wants wine.
This is not a superficial difference from H3 Pyramids of Shadow. It's a fundamental one.
At some point a human being has to make a conscious decision about these things.
Who denies that? We're talking about
who makes the decision,
at what point during play,
under what constraints,
following what principles? The answers to those questions tell us whether or not the players have agency.
In H3 Pyramid of Shadows, the GM/module author has decided
who the NPCs are,
what their motivations are,
what actions they will take in relation to the PCs and even (as per my quote upthread
what the PCs will do.
In the example of play I posted, I the player decided that Rufus was a salient NPC. The GM was then obliged to bring Rufus onto the stage because I succeeded on a Circles check. Consistent with the established backstory (ie that Rufus was Thurgon's ineffectual older brother still living in Auxol as "puppet" count), Rufus referred to "the master". Rufus's interactions then followed the outcomes of action resolution: Aramina shamed him (successful Ugly Truth, failed Steel); Thurgon failed to push him from shame to action (failed Command check to negate the Hestitation resulting from the failed Steel check); Aramina failed to get any concession of coins from him (failed Command check to have him hand over some coins).
Some of what happened was authored by me (the player), some by the GM. None of it was authored in advance; it was determined via play.
Being able to find out whether there is someone willing to sell weapons is a different thing than being able to dictate existence of certain things.
<snip>
Who came up with the idea that the tower could even potentially exist? Who determined that Edward exist and that he would live in a tower instead of a Winnebago? Who determined which exact results of the dice result the tower being there and which would result something else? You're again just trying to obfuscate the decision making process under mechanical jargon. 'Action resolution mechanic' is just a mathematical construct, it does nothing unless a human being set the axioms for it.
<snip>
Same questions than with the tower. Who decided that it was even a possibility that Edward was sorcerer, or evil? Why are we rolling for that and not whether he is a peaceful florist? Where do these concepts come from?
RPG action resolution mechanics are not mere mathematical constructs. They are processes for determining the content of a shared fiction.
I, playing Thurgon's sidekick Aramina, declare a Great Masters-wise check:
Isn't the tower of Evard the black somewhere around here? (I may have been reading Heroes of Shadow (I think it is), a 4e supplement that discusses Evard, around that time.) The GM set the difficulty in accordance with the rules for setting the difficulty of a Wises check. I succeeded, and so Aramina does indeed have a correct recollection of the matter.
You have also mis-stated the Traveller mechanic. Here it is, from Classic Traveller Book 1 (1977):
The referee should set the throw required to obtain any item specified by the players (for ex-ample, the name of an official willing to issue li-censes without hassle = 5+, the location of high quality guns at a low price = 9+). DMs based on streetwise should be allowed at +1 per level. No expertise DM = −5.
The referee doesn't
first decide whether or not success is even possible. The player specifies the item, the referee sets the throw. If the throw succeeds the player finds the item.
Being able to find out whether there is someone willing to sell weapons is a different thing than being able to dictate existence of certain things. And if the players can do that, they are considering things from narrator perspective. You have given them power to summon things into being, and they certainly are aware of that. The claim that true agency requires the players to have reality editing powers is rather extreme one. A lot of people wind such highly unimmersive.
<snip>
Players using the narrator stance.
But ultimately if the players are directly affecting things that are beyond the control of their characters, that is the players assuming the narrator stance, and this is simply something that a lot of players don't want to do, and it is pretty extreme to claim that true player agency cannot exist without it.
Upthread you criticised dogma. Now you're trotting it out. You shift between "perspective" (a type of mental state, I guess), "stance" (a type of orientation in action) and "power" (a type of capacity) as if they're synonyms, and assert that it is "unimmersive" for players to have an impact on the fiction that is something beyond their character doing XYZ here and now.
If that were true, why is immersion not ruined by the players "to hit" roll determining what the Orc does or doesn't do with it's shield?
That's pretty effective plot hook! The characters must instantly respond!
<snip>
Are you trying to say here that the GM (based on their knowledge of the PCs motivations) set up a plot hook for which the PCs would be likely to respond?
An attack by a demon is not a "plot hook". What's the plot? What's the hook.
I mean, it's your prerogative to use "plot hook" as a synonym for
establishing an element of the shared fiction to which the players might respond, but that's not the standard use, that's not how it's used in modules like H3, nor when posters on these boards say
players have a duty to follow GM plot hooks.