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Game Mechanics And Player Agency

The concept of player agency is a central pillar of all role-playing games. It is a balancing factor against the omnipotent, omniscient Game Master. For the purposes of this article, we will be focusing on the smaller-scale application of player agency and the role of game mechanics that negate or modify such agency.

The concept of player agency is a central pillar of all role-playing games. It is a balancing factor against the omnipotent, omniscient Game Master. For the purposes of this article, we will be focusing on the smaller-scale application of player agency and the role of game mechanics that negate or modify such agency.


From the very first iteration of Dungeons & Dragons in 1974, there have been mechanics in place in RPGs to force certain decisions upon players. A classic D&D example is the charm person spell, which allows the spell caster to bring someone under their control and command. (The 1983 D&D Basic Set even includes such a possible outcome in its very first tutorial adventure, in which your hapless Fighter may fall under the sway of Bargle and "decide" to let the outlaw magic-user go free even after murdering your friend Aleena!)

It didn't take long for other RPGs to start experimenting with even greater mechanical methods of limiting player agency. Call of Cthulhu (1981) introduced the Sanity mechanic as a way of tracking the player-characters' mental stress and degeneration in the face of mind-blasting horrors. But the Temporary Insanity rules also dictated that PCs exposed to particularly nasty shocks were no longer necessarily in control of their own actions. The current edition of the game even gives the Call of Cthulhu GM carte blanche to dictate the hapless investigator's fate, having the PC come to their senses hours later having been robbed, beaten, or even institutionalized!

King Arthur Pendragon debuted in 1985 featuring even more radical behavioral mechanics. The game's system of Traits and Passions perfectly mirrors the Arthurian tales, in which normally sensible and virtuous knights and ladies with everything to lose risk it all in the name of love, hatred, vengeance, or petty jealousy. So too are the player-knights of the game driven to foolhardy heroism or destructive madness, quite often against the players' wishes. Indeed, suffering a bout of madness in Pendragon is enough to put a player-knight out of the game sometimes for (quite literally) many game-years on end…and if the player-knight does return, they are apt to have undergone significant trauma reflected in altered statistics.

The legacies of Call of Cthulhu and King Arthur Pendragon have influenced numerous other game designs down to this day, and although the charm person spell is not nearly as all-powerful as it was when first introduced in 1974 ("If the spell is successful it will cause the charmed entity to come completely under the influence of the Magic-User until such time as the 'charm' is dispelled[.]"), it and many other mind-affecting spells and items continue to bedevil D&D adventurers of all types.

Infringing on player agency calls for great care in any circumstance. As alluded to at the top of this article, GMs already have so much power in the game, that to appear to take any away from the players is bound to rankle. This is likely why games developed mechanical means to allow GMs to do so in order to make for a more interesting story without appearing biased or arbitrary. Most players, after all, would refuse to voluntarily submit to the will of an evil wizard, to faint or flee screaming in the presence of cosmic horror, or to attack an ally or lover in a blind rage. Yet these moments are often the most memorable of a campaign, and they are facilitated by behavioral mechanics.

What do you think? What's your personal "red line" for behavioral mechanics? Do behavioral mechanics have any place in RPGs, and if so, to what extent? Most crucially: do they enhance narrative or detract from it?

contributed by David Larkins
 

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G

Guest 6801328

Guest
A 20 on the Cha check to get them to do a task is sufficient to get them to do things for a price.

Ewwww.

"The Duke would like you to rescue his daughter before the kidnappers kill her. He'll pay 100g."
"Mmm...thanks, but no thanks. I'd rather go back to the cave complex and see if we can steal the magic beer stein from the duerger..."
(Rolls) "Sorry, but he rolled a nat 20 on his Persuade check. You are persuaded."

Not a table I'd be at for very long.

EDIT: The way I might handle something like this is to use what I know about the players to try to actually persuade them, if the Duke rolled well. But under no circumstances would they be required to accept a price.
 
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Hussar

Legend
"The mechanics are telling you, in no uncertain terms, that you are not perceptive enough to see someone stealthing. How is that different from the mechanics telling you that you find this person to be persuasive?"

The first is describing what your character sees, not what you think about it, not whether you find it beautiful or ugly or any other judgement.

The latter is telling you how your character feels about it.

The first is a presentation of the world (perhaps an accurate one, perhaps not) and the latter is a presentation of your character's thoughts.

No.

Both are telling you what the reality of the game world is. Full stop. It is directing the world. You are running slower than you possibly can even though you, the player, are stating that you are running as fast as you can? How is that any different? The game rules are taking away your ability to dictate the in-game fiction. And that's fine. We accept it all the time. I can state how hard I hit that orc until I'm blue in the face, but, the mechancs and the dice tell us what actually happened. (well, kinda anyway)

How are your character's thoughts not part of the game world?
 

Hussar

Legend
Physical. The DM can tell me I'm tired, and even suffer a penalty to rolls because of it, but he's not allowed to tell me how I feel about being tired. "You're grumpy because you want some sleep" is off-limits.
/snip

Why? The psychological effects of lack of sleep are pretty well documented. It's certainly not unreasonable that your character is grumpy because he's tired. Heck, in 5e, you suffer disadvantage on your Persuasion checks if you have 1 level of exhaustion, so, "You're grumpy because you want some sleep" is perfectly in keeping with the mechanics.

What's the problem here?
 

5ekyu

Hero
Meh. Perception isn't about being physically blind if you fail the check, it's about noticing things. That, too, is about your character's thoughts. If your character looks across a stream at some bushes and fails his perception check he sees the bushes rustle and thinks nothing of it, if he makes the check he wisely interprets the movement as someone skulking about.
Or the bushes did not rustle at the time his attention was on them and not the owl that hooted off the other way.
 

5ekyu

Hero
Ewwww.

"The Duke would like you to rescue his daughter before the kidnappers kill her. He'll pay 100g."
"Mmm...thanks, but no thanks. I'd rather go back to the cave complex and see if we can steal the magic beer stein from the duerger..."
(Rolls) "Sorry, but he rolled a nat 20 on his Persuade check. You are persuaded."

Not a table I'd be at for very long.

EDIT: The way I might handle something like this is to use what I know about the players to try to actually persuade them, if the Duke rolled well. But under no circumstances would they be required to accept a price.
"You are persuaded."

To find the door, yep.

Agree... As gm i have tons at my disposal to not make this a no choice quest due to die roll. How pathetic a duke if he cannot get even this done?
 

aramis erak

Legend
Ewwww.

"The Duke would like you to rescue his daughter before the kidnappers kill her. He'll pay 100g."
"Mmm...thanks, but no thanks. I'd rather go back to the cave complex and see if we can steal the magic beer stein from the duerger..."
(Rolls) "Sorry, but he rolled a nat 20 on his Persuade check. You are persuaded."

Not a table I'd be at for very long.

EDIT: The way I might handle something like this is to use what I know about the players to try to actually persuade them, if the Duke rolled well. But under no circumstances would they be required to accept a price.

As a GM, I'd let you act against it... but you just forfeit all XP for the encounter, and probably also the session.
 

Jhaelen

First Post
"The Duke would like you to rescue his daughter before the kidnappers kill her. He'll pay 100g."
"Mmm...thanks, but no thanks. I'd rather go back to the cave complex and see if we can steal the magic beer stein from the duerger..."
(Rolls) "Sorry, but he rolled a nat 20 on his Persuade check. You are persuaded."

Not a table I'd be at for very long.

EDIT: The way I might handle something like this is to use what I know about the players to try to actually persuade them, if the Duke rolled well. But under no circumstances would they be required to accept a price.
In our current Pathfinder game my DM would simply have a court mage standing beside the duke casting a Geas on the PC party to make sure they accept his 'offer'.

Yeah, it sucks.
 

Caliburn101

Explorer
Ewwww.

"The Duke would like you to rescue his daughter before the kidnappers kill her. He'll pay 100g."
"Mmm...thanks, but no thanks. I'd rather go back to the cave complex and see if we can steal the magic beer stein from the duerger..."
(Rolls) "Sorry, but he rolled a nat 20 on his Persuade check. You are persuaded."

Not a table I'd be at for very long.

EDIT: The way I might handle something like this is to use what I know about the players to try to actually persuade them, if the Duke rolled well. But under no circumstances would they be required to accept a price.

Social encounters and how the rules work are the most tricky to GM. But here you seem to be advocating that if an NPC rolls a nat. 20 on an attack roll, or another skill against a player, that it's fine that working as per RAW, but if it's a persuade check, you'd walk away from the table?

With the same logic, would you advocate the GM ignoring a nat. 20 from the social skilled character in the group when they try to convince the King to up the reward?

This sort of thing would have to be a house rule agreed upon before the game, and would be a pretty odd one at that.
 


Lanefan

Victoria Rules
As a GM, I'd let you act against it... but you just forfeit all XP for the encounter, and probably also the session.
What if the party agree to rescue the princess, do so, and then themselves hold her for ransom because they know that cheapass Duke is good for tens of thousands of g.p. and he only offered a measly 100 for the return of his daughter.

Never mind that on the PCs telling the daughter how low a value he puts on her it might not be a kidnapping any more: she might just throw in with the PCs then and there and go off adventuring! :)
 

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