You're showing the problem with this by your very phrasing: "if". If they have no idea whether it will be or won't, they aren't setting stakes at all; they're interacting with a black box. If you have no way to establish the benefits or costs actually associated with an action, you're not setting any stakes at all; you're simply accepting whatever ones the GM has, blindly.
I think 'Ifs' are important, are they not? They do not interfere with agency.
An easy example. You as a person have agency
(I hope but ignore the deeper pondering)
You can choose to drive somewhere, work, school, store etc.
You can reasonably expect that on the way to that location you have a non 0 chance to have car trouble, or to get hit in traffic etc, you might get your vehicle/bike damaged. You might be killed, but you as a person are largely not in control of these outcomes. You may be able to act to mitigate these outcomes, by perceiving a threat and attempting to avoid it, but you are not in absolute authority to the outcome.
Whether or not these outcomes were pre-determined to you as a person is unknown, but you feel you have agency all the same.
Now suppose you were given omnipotent knowledge of the days outcomes, or perhaps even their chance, would that affect the way you proceed with the day, and would that remove something from the feeling of agency? Or would it feel more satisfying?
Stay home - 1% chance of death
Bike to work - 2% of breaking leg in accident.
Drive to work - 6% chance of wreck
Go jogging - 3% chance of death.
Would this table help make you feel like your choice was more meaningful? What if you knew the outcomes 'for sure' ahead of time?
Stay home - Nothing happens.
Bike to work - Nothing happens.
Drive to work - Car stalls and you run into a friend who helps.
Go jogging - Find a quarter.
Now you've established outcome, without risk. There are no 'ifs', so there can be no risk. And most of all there is no mystery.
I think that often when it comes to RPGs, there's fuzziness around the idea of player agency. It's likely due to several factors, but there are two that seem most relevant to me, and I think they're connected.
First, I don't think the simple act of taking part in the game... the ability to play... is enough to constitute agency. In an RPG, this entails declaring what your character does. This alone should is a bare minimum, and its presence isn't sufficient to establish agency. Too many people seem to think this is enough to establish agency. It's not.
Second is the perceived need to separate character knowledge and player knowledge. This is something that generally doesn't exist in other games. In almost any other game, you're a participant in the game, and so you know what's going on, what may happen at any time, what you are allowed to do, what the stakes are... and so on. There may be information that you're not privy to... let's say like an opposing team's playbook in football, for example... but the range of possibilities are known. You know what the other team can do, and you likely know their strengths and weaknesses.
Look at almost any other game other than pure games of chance, and the player is aware of the odds and the stakes and so on. In chess, you can literally see the entirety of the board... yet you can still miss an opponent's move, or be unable to stop it. In poker, there are cards that you cannot see... but there are cards you can see, and you know what's in the deck, and what cards are likely, and so on... you have the ability to act in an informed manner.
That's agency. Being able to actually play the game, just as you'd expect in almost any other game.
Apply this weird restriction to any other game, and you immediately see it. If you could somehow limit the knowledge of participants in other games so that they could not know the opponents' strengths, or could not know what cards are in the deck, or were not allowd to know how many yards they had to get to make a first down, or what inning it was or how many outs there were... such restrictions would be considered awful for the state of a game.
Yet people do it in RPGs all the time.
This whole "meta" angle really needs to be dropped if you want to promote agency. Simply share information with the players. Let them make informed decisions. They are players in a game... let them be so. I know this often leads to cries of "RP is more important than the G" and "role play rather than roll play" but that's all garbage. Role playing is not diminished by sharing game information.
If you want to allow agency, you have to empower players. And as with any other game, they need to understand the circumstances, odds, and stakes at any point of play.
If that's not something that appeals, then you're not interested in player agency.
And this is before we even really get into the mechanics and processes of play. Sharing information with the players so that they can then use that information to make meaningful decisions is the first step toward actual agency.
I somewhat agree with what you're saying. I appreciate the theoretical approach. But as from my above comment I don't think knowing the specific odds and outcomes at all times creates a more interesting experience. It leaves nothing to explore and discover, and instead one might feel like they're left with a series of doors to choose, instead of a room to explore.
If you want to allow agency, you have to empower players
This I think brings up an interesting concept of DM approach, with the below quote.
I know this often leads to cries of "RP is more important than the G" and "role play rather than roll play"
I think these are two fundamentally different approaches, that as a DM you need to recognize in your players. I don't believe either of these are 'wrong'.
Are the characters actions and players empowerment more important than story telling and perhaps tactical gameplay?
Then you might prefer to ignore story over player success.
Do you wish to challenge your players, and engage them in a story that does not need to end in success, but the journey may be satisfying all the same?
Then story and mechanics are probably more important than success.
However, I
don't think agency is being
violated when a player does
not succeed.
OP, if you're going to put the campaign on a rail, put it on a rail. Sometimes there are good reasons for this, such as when you are playing with beginners who are still learning the ropes, or somewhat passive players who prefer to react to a fairly obvious plot rather than exercise a ton of agency. The latter is a valid preference for some players, so I'm not criticizing it.
Pre-published adventures (and Pathfinder is lousy with good pre-published adventures) can do railed campaigns very effectively.
And if you're gonna sandbox, as you claim, then you gotta let the players legitimately have significant agency and story control. As others have suggestions, prepare various story kernels and react to what the players do. Collaborate with them.
But from how you describe the situation, your campaign was neither fish nor fowl. You had a very meticulously plotted out arc, which suggests a railed campaign, but then you gave the players some significant story latitude, which suggests sandbox. So of course they went way off script.
Since you've asked for advice, I would suggest being much clearer about the structure of the campaign right up front. As well, I don't know about their party structure of a cleric of Asmodeus and Paladin of Serenae battle for hearts and minds. I mean...I kind of love it, but that's a really hard dynamic to pull off and sort of demands serious roleplaying chops, which doesn't necessarily fit with how you describe your group.
You're not wrong, my party loved my linear curated dungeon, and no one complained, even the bard who jumped into a death pit.
I don't see how I can't have semi multi directional railroads in a sandbox that the party can choose to ride on or not though.
My cleric said the same thing regarding serious RP. We went from a silly dungeon, to a serious one immediately, and we've talked about dialing it back a bit until people are more comfortable with these kinds of stories.
The problem with this approach is that it decreases mystery. Sure there is a fun random element to that kind of player improvised game, but when players are effectively playing ‘who’s line is it anyway’ you lose some of the wonder of solving mysteries. Before anyone responds - Thr fact that you made it up on the spot doesn’t make it a mystery.
Whenever I have heard/read actual descriptions of players setting their own stakes and outcomes in these kinds of play things always seem to become self indulgent and in some cases bogged down by that. I get that it might be fun for some people but I know for a fact my players like the fact that things are fixed before they start the session because then the choices make made a difference to something tangible. The challenge is set and they beat it, fail at it or come somewhere in the middle. Maybe this is simplistic but it is satisfying.
Knowing all the facts is not the blessing you think it is. I think mystery is essential for a good story. TTRPG is not a board game or a game of poker. The unknown and the desire to explore the unknown are very powerful motivations and the reason a lot of people play the game I think.
I agree, I am capable of presenting spontaneous situations on the spot. A 'whose line is it anyway' approach is ehh... In my opinion more suited to drunken nights where people just wanna have fun with 1 off characters. There is
nothing wrong with that. The game is about fun after all.
I just don't think it is very engaging, and I'm not so sure the mechanics/rolls even matter in that kind of environment. In that environment I think it would be much better to just roll a d20 to determine success, and let people laugh at the whimsy of chance.
. The challenge is set and they beat it, fail at it or come somewhere in the middle. Maybe this is simplistic but it is satisfying.
I think using my above point. This is more or less illustrates a game to be played and a story to be told.
Where as random events are I think perhaps? more about empowerment? And less about actual details or challenge.
Oh you guys are all wounded with no spell slots left? Well there was a mini boss in the next room, but I guess they're asleep and there is a healing fountain nearby...
I see absolutely nothing wrong with what
@ZebraDruid has done.
He’s just coping with managing players for the first time.
As a side note (not in reference to your post) it’s really frustrating when someone asks for advice and the advice is change system! It’s refreshing that this is one of the few game advice questions that doesn’t involve D&D. Use a different system is probably the least helpful thing anyone can say.
Thank you.
Is this based on actual play experience of mysteries in Burning Wheel, Apocalypse World, Dungeon World, and other high-agency-oriented RPGs?
Which actual play descriptions?
I've linked to some and posted some in this thread. Where is the self-indulgence and "bogging down"?
I think getting too specific on the system bogs down the actual essence of discovering what is agency or not, because if agency is dependent on the game system, then agency is really an intangible and subjective thing.
Are we as people exercising agency right now? It's too much if you get specific like that.
That's not how I read the OP's post. They seemed concerned about the direction the story had taken.
In my experience, heavily pre-plotting in advance typically leads to the GM either trying to exercise a lot of control over the direction of the story, which as I noted is not necessarily bad depending on the nature of the group, or reacting awkwardly when players go off script. YVMV. Having a detailed mystery or NPC-driven plot for the players to interact with can be fun; that's not what I mean by pre-plotting.
I agree that recommending a different game is not useful advice most of the time.
I'm agnostic on the outcome of the story. I only want my players to be entertained, and engaged. They were both of those things. But at the same time a couple of them felt a bit cheated, and I want to recognize if that is a failing on my part, or a growning pain/misunderstanding as roleplayers/DM.
As I've said, I'm far from perfect
(why would I even ask advice then?)
The thing is, the players explored story
'I had not preplanned'. It something they discovered. It's a bit like if they walked out into the forest and said "Is there a wolf den here?" And I responded...Ahh well yes there are wolves in the forest typically, so...ahh
Rolls 1d20, gets 15 Yes there's a wolf den here. Oh, you ran in alone and were eaten by wolves? Well...
Just as, they gave the body to a necromancer, and asked
"Can I watch the resurrection?" "...Ahh well, yes technically you 'could'..."
They weren't upset about their decision to see the ritual, only the outcome that they observed by doing so. In this case, the players had knowledge of a resurrection, and that it was going to happen. The details were left to be investigated.
rereading the OP and noticing that it was actually the cleric who asked the group/paladin to not come to the ritual rather than OP/GM, the wizard and ranger also remained outside while the ritual was performed i assume?
Right, yes. I did not tell him not to go in
OOC, and in
OOC I asked if he 'wanted' to go in. He said he didn't (I still don't get it) The wizard did go in with the cleric, but only the cleric took part in the ritual, the wizard was just curious.
This has been my
point about
agency. I couldn't
'force' him to do the thing that would give him the
outcome he 'wanted'. I
didn't have the
power to give him the
good ending.
Even though this is actually what I as a DM wanted to see.
(Mostly because it was more interesting.)
So, you're saying that allowing multiple participants to decide stakes is self indulgent... but having one participant do so isn't? Doesn't that seem inconsistent?
Regarding the challenge... I'm not saying it can't be fixed beforehand. I'm saying that information should be made available to the players.
I don't think anyone decided the stakes, besides the paladin ratting, but I'm not sure that is the same as setting the outcome.
The information on the entire story was available if they searched for it, but even partial information was given by doing the quest itself.
Necomantic stuff was found in the crypt, at least tipping them off that something wasn't right about the family. At that point they had went to rob the house, but only for money, not information. (There was a study with papers, and another desk upstairs with more papers/journals/info on it)
Are you telling a story or playing a game? I think that's probably a key question to ask when we start playing. If we're concerned about player agency (and we don't have to be, it's a preference), then we have to focus on the player... we have to focus on the game.
If you're telling a story, then player agency isn't going to be as much of a concern.
Yeah, pretty much what I said above, it's kind of a preference.
First, Fea-bella is a PC, who thus exists only in imagination. We're talking about player agency, a real thing in the real world.
Wait, so you're saying PC agency is separate from real life player agency? I don't understand. Then if I killed the cleric with a lightning bolt from Sarenrae for taking part in a ritual of Asmodeus when he stepped out the crypt...I'm only violating the agency of the imaginary character?
I don't understand what you're talking about.
Third, the players knew there was a hole in the ground, and declared an action to have their PCs enter it. Had the check succeeded, then they would have achieved their goal and the PCs would have descended safely into the dungeon.
So, if a player decided to wait outside the dungeon instead of going in, their agency would have been violated when inside the dungeon the rest of their party was trapped by some evil monster who succeeded in his plot?
I guess I really should force my players to go into the 'boo!' haunted house next time so they can shoot arrows at the pop up bed sheet ghosts. It's Gygaxian at it's finest, creator of Tomb of Horrors.
From your OP:
You gave the players a quest. You established the consequences of permitting the noble to perform the ritual (including not only the triggering of the curse, but the killing of the rest of the family).
Right, and they had the chance to find out more about the story through exploration/diplomacy/sneaking. Paying respect to the individual players skill sets and trying to give them all opportunities to be useful.
So when the players have their PCs accept the quest, that is not an exercise of their agency. (Suppose they had their PCs say "no" - what was that evening's play going to be about?)
I think that illustrates what someone said way earlier.
The thing is, the DM has to prep something or there’s no game to play. Whether that something is a collection of scenes, situations, plots, or locations (ideally, a mixture of all of them) doesn’t really matter as long as the players choose how they interact with them (including choosing to not interact directly).
Even agency starts at a point of accepting certain premises for the campaign. And one of those is the DM has material he’s willing to prep. If a player isn’t willing to exert his agency within that boundary, there’s no game.
@pemerton The quest is much like a dungeon. They can choose not to enter the dungeon, that's up to them. But saying they've lost agency because they enter the dungeon because it was presented is a bit of a reach. Remember I'm trying to entertain them. Not play Saturday night charades.
They had 'fun' with what I prepared.
If they choose not to go on the quest, then I'd probably let them separate or explore the town in some abstract fashion. I'm not a wizard.
Your approach seems to suggest that I should prepare/offer nothing, and instead come to the session with a few abstract ideas that would probably amount to them walking the town and randomly 'getting mugged' and then 'a person is in distress' or a 'cat is lodged up a tree, but it's actually a baby dweomeor cat and roll a check or it scratches you.'
That isn't what they
asked of me. They
'wanted' a
quest with a
dungeon. I gave them one.
If they said no to it. That would be like you going to a
restaurant,
ordering the chicken and rice, and when it gets there. "Ahh my agency to choose my dinner has been SULLIED!"
As you set it out here, the player of the paladin did not know what was at stake in the decision about whether to enter or not enter the crypt, and the player was declaring actions based on their best guess as to what you as GM expected them to do in order to make the scenario work.
They had a chance to discover this knowledge multiple times, in multiple ways, legal and not. They had suspicion OOC and IC as to the motives of the noble
from the start. Because they didn't know the exact consequences they refused to look into, doesn't mean they had no agency.
Again.
Trapped hall metaphor.
By mystery I mean who, what, where, when, why - where the players start with zero knowledge. Is the noble a friend or a foe. Can the guard captain be trusted. Who is responsible for the abductions one the docks. Where does the strange black door lead to. What is the purpose of the small vials of brain matter found in the murdered merchant's belonging etc etc. These are things I consider mysteries. Its also most of the exploration tier of play, which people in D&D terms sometimes think is all about rolling survival checks. When in truth its about exploring the unknown.
I'm saying that players deciding these things can lead to self-indulgence. The DM on the other hand is there to provide entertainment to the players. Five people creating a story can lead to a fractured, unconnected and self-indulgent elements. I see it all the time when multiple authors work on Adventure Paths. I think it leads to a weaker product.
You can do both. A story can be revealed but also influenced and changed by the players. As soon as
@ZebraDruid decided that the noble wanted to kill his family he started to tell a story. Agency is about being able to influence the story. Often I see people equate agency with autonomy - being able to act independently of influence or oversight. Agency is great - autonomy isn't practical for the kind of games I like to both play in and DM.
Agency and automony. Thanks. That's an interesting contrast. Probably the word I've been searching for.
I think what some people are describing here with 'knowing/deciding the contents of the box before hand' are practicing complete character autonomy. The self-determination to decide their own fate/destiny.
Not very interesting outside of self indulgent fan-ficton.
In my opinion.