No. I was replying to a question about BW, and replied about BW, but accidentally typed D&D instead.I assume for purposes of this discussion you're ignoring token play?
No. I was replying to a question about BW, and replied about BW, but accidentally typed D&D instead.I assume for purposes of this discussion you're ignoring token play?
I don't know how much work "previously" is doing in your post. If it's meant to be doing a lot of work, then I don't think what you say is at odds with the OP - as in, if the goal was previously unknown, but now as we try to attain it is known, that isn't an example of an unknown goal.I would posit that the ability to create and achieve previously unknown goals through play are a way that player agency can be increased.
No I did not. It was an error. I was replying to a question about BW.Did you not mean to say "D&D" in your post?
I don't know how much work "previously" is doing in your post. If it's meant to be doing a lot of work, then I don't think what you say is at odds with the OP - as in, if the goal was previously unknown, but now as we try to attain it is known, that isn't an example of an unknown goal.
A loose analogue might be making decisions about which cards to hold or play in Uno, and having to adapt in real time to plays from other players that reverse the direction of play (and hence change when you have to play and who you are playing to).
To me, you seem to have answered your own question - if the rules (or procedures, processes, heuristics, etc) are able to be learned by the players, and then leveraged by them to exert control over how play unfolds, we have agency. My understanding is that this is the actual trajectory that occurred among those playing with Arneson and Gygax in the early to mid-1970sBut what about RPG's that don't have complete predefined rules and processes for play? I agree these games don't have the bridge like control over outcome you claim is needed for bridge like agency. The players in these games cannot force things like in bridge based simply on the game rules and procedures alone, because some of the rules and procedures call for a large amount individual judgement layered on top of them. And yet, while the individual judgements are never written and the procedures used to make those judgement are never set in concrete, players do intuitively learn to leverage such judgmental systems to help achieve their goals. Now the results are not guaranteed like in bridge, but they are there and tangible and there's a world of difference in how well a 'good player' will achieve their goals and how well a 'bad player' will in such games.
It could be that I'm simply not fully understanding the concept.
I understand the concept that you would be receiving XP for an achievement (goal) that was unknown beforehand.
I'm not following how that occurrence means that a player has less player agency. I don't perceive receiving an award that you didn't know existed as being much different from opening a treasure chest and finding a magic item that was not known to be there. How does not knowing about an award remove control over the actions taken that lead to the award?
My contention is that if a player's choice always produce the desired outcome, then they functionally haven't expressed any agency in making a choice.
Yep, that's an example of the sort of thing I had in mind.I'm not sure if this quite aligns with what @pemerton meant
But some RPGing is undertaken in a way that doesn't permit this: I can exercise my authority as a player - say, to describe what actions my PC is taking - but that exercise of authority doesn't then have any impact on how the GM is able to use their authority. Or in other words, the GM can do more or less whatever they like with their move, regardless of what move I make as a player.
I regard the sort of RPGing described in the previous paragraph as very low agency. I also think that it's rather common.
My reason for mentioning Gygax in particular is not to connect agency to skill, but rather to point out that he does not advocate for the sort of low-agency play I've described. Rather, he is envisaging a rather intricate way of setting up the game, which means that the players do have the capacity, via their moves, to control or at least guide the GM's moves. And this is what makes "successful adventures" (Gygax's term) possible.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.