hawkeyefan
Legend
Because I don't think that is what agency is in an RPG.
Okay, so you reject my idea of agency and railroading. But you're the one whose ideas are being attacked?
I hope you realize how this might be frustrating.
I just don't find being given narrative control, or the ability to set the play agenda as a form of agency. I've played games that allow it. I mentioned hill folk and had lots of fun generating off camera setting content through dialogue. It was highly immersive. I didn't feel it gave me agency though, because I guess it gelt like a 'cheat' in that respect. It felt like I was given narrative power, and for what the game was doing that narrative power was cool and fun. I am presently reading the Hillfolk rulebook and hoping to one day do either a straight up I Claudius Campaign with it, or run my roman game using it. I am not knocking this style at all. It just legitimately doesn't strike me as agency, and it isn't how I've used agency for all the years I've used and encountered the word in RPG gaming.
I'm not talking about narrative power so much as the player being able to introduce some goals or ideas to the fiction....especially ones connected to his character. "I'd like my character to found a school" or "I want to build a keep" or "I want to unify the shattered lands". These don't seem like narrative power so much as a player giving the GM a cue as to what they'd like to see come up in play.
The GM is free to not allow these things to manifest. But then I don't see how you can claim that this supports player agency. It's paradoxical just from a definitional standpoint.
To be clear on the scholar front, I responded in another post, but want to address it again here. In the setting I was running there was an imperial exam system based on the Song Dynasty and I was using my own game which has rules for advancing through the exams. Now I could have done rulings instead (asking for various checks), but I liked having concrete methods and I am pasting them below so you can see what I am talking about. But note, there would also be clear rules for the player conduction search. There are skills in the game that can be used to search and find clues, there are rules for traveling by ship etc. The brothers aliveness or deadness though would not be determined by any of those methods. That is a separate issue under the purview of the GM.
So you're saying yes? The character could have succeeded?
Understanding and recognizing that we tend to mean different things by the same word seems to be the starting point for any productive discussion.
Until all/most of the participants acknowledge the two different ways agency is used are both valid ways of using the word this discussion isn’t going to go beyond why we can’t use a word to mean what we are accustomed to having it mean.
Interesting. Please see the post I quoted above.
But the goal, as phrased, isn't a viable one. In a sandbox, you can't set that kind of goal and have the expectation the GM will let that outcome unfold
Not the outcome. Just the idea. Just the journey. That there are ways to see this come up......like there were for the player whose character wanted to be a scholar. He ultimately failed, but there was a way for him to pursue that agenda.
If all your scholar tests were impassable because you had some setting idea you wanted to preserve about how difficult it is to become a scholar, would you say that this impacted the player's agency? Would you have let the player know this? Or would you let him think it's possible, and then just watch as the character strove for it despite the fact that the conclusion was foregone?