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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Yes, it requires...(drumroll)...mature players.

Doh!
I was already assuming players who share your attitude towards being 'told' by the mechanics what their characters think/feel/do, though, so objecting to the results of dice rolls and taking actions notwithstanding those results is on the table.
Thus, "illusionism" and keeping some of the rolls behind the screen.
 
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I was already assuming players who share your attitude towards being 'told' by the mechanics what their characters think/feel/do, though.

That was more for Hussar's sake.

Yes, it does work best if the players are mature enough to engage in the fiction in meaningful ways, and don't use the sanctity of the PC's thoughts to be disruptive.

It does make sense to me that if you can't rely on players to roleplay cooperatively, you might have to limit their agency and bind them to dice rolls more often. So my approach won't work for all tables. I'll grant you that.
 

I like a system which generates an experience for the player which, in some tenable sense, mirrors the experience the PC is going through. A simple example: blind action declarations in combat mirror the PC's uncertainty about what his/her opponent is going to do next.

I think it's hard to achieve this with the persuasive/non-persuasive input method. When my PC is persuaded, they want to do X. So a "mirroring" system should make me want to do X. But if I haven't myself experienced the duke's charm, then why am I going to want to do X if I'm otherwise not disposed too? To me, it seems to require more pretending to be my PC, rather than "inhabiting" my PC.

By the way, I forgot to quote this and say, "Yes. Exactly."

I'm not by any stretch claiming this as One True Way gaming, and I certainly sit at tables with many people who play otherwise (I do have this strange attraction to playing A.L....), but this is how I like to play.
 

That was more for Hussar's sake.
Oh, this:
I go with the far, far simpler answer of, "You believe what the NPC is saying, you are going to move to that square, go ahead and narrate it however you feel is most appropriate."

Mostly because I trust my players to actually be mature enough to role play out a situation that is entirely plausible without being asshats (oh, I heard a noise, it must be ninjas because you never mentioned a noise before).

Then again, this hard line "THOU MUST NOT TELL ME WHAT MY CHARACTER IS THINKING" is pretty far removed from my experience.

Yes, it does work best if the players are mature enough to engage in the fiction in meaningful ways, and don't use the sanctity of the PC's thoughts to be disruptive.

It does make sense to me that if you can't rely on players to roleplay cooperatively, you might have to limit their agency and bind them to dice rolls more often. So my approach won't work for all tables. I'll grant you that.
So you're both waving 'maturity' around as a way of discrediting the other's opinion, in a conversation about, essentially, how to play 'let's pretend?'
 

So you're both waving 'maturity' around as a way of discrediting the other's opinion, in a conversation about, essentially, how to play 'let's pretend?'

I would have hoped it would be obvious that I was just facetiously turning the tables on a silly rhetorical technique, to demonstrate that it is indeed silly.

No, Tony, I don't really think you have immature players, and thus need to bind them to the dice.
 

I would have hoped it would be obvious that I was just facetiously turning the tables on a silly rhetorical technique, to demonstrate that it is indeed silly.
Nothing is as obvious, once posted on a forum, as might reasonably be hoped in any other medium...

...for instance, in this case, you could've quoted him....

No, Tony, I don't really think you have immature players, and thus need to bind them to the dice.
Actually, I've run for all kinds (but, yeah, for purposes of posting in public under my own name, no, none of my current players are 'immature').
And the solution in the above case isn't to 'bind them to the dice,' it's quite the opposite, to insulate them from the mechanics by, among other things, taking the dice behind the screen.
 
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/snip

because I don't mind having player decisions supersede failed skill checks.
/snip

I think this, more than anything else, illustrates the difference in play styles here. (Gimme a sec, I'll address that "maturity" thing a bit down page) But, for me, once the dice hit the table, that's the agreed upon outcome. There is no "superseding" any die rolls if it can possibly be avoided. The dice are telling me, and the table, what is happening in the game world. Dice first. :D

In the same way that I wouldn't supersede an attack roll or a saving throw, I won't supersede skill checks either. So, for me, and my table, the die roll dictates your narration, not the other way around.

That was more for Hussar's sake.

Yes, it does work best if the players are mature enough to engage in the fiction in meaningful ways, and don't use the sanctity of the PC's thoughts to be disruptive.

It does make sense to me that if you can't rely on players to roleplay cooperatively, you might have to limit their agency and bind them to dice rolls more often. So my approach won't work for all tables. I'll grant you that.

Heh, yeah. Sorry about that. That was rather unfortunate phrasing my part. I was specifically thinking of problem players that I've had in the past that have espoused pretty much exactly what you're saying. Players who use the "sanctity of PC's thoughts to be disruptive" when I made that "immature" crack. It is something I've seen on more than one occasion, so, maybe that's why I'm equating it with immaturity. My bad. I'm projecting my experiences. Sorry.
 

In the same way that I wouldn't supersede an attack roll or a saving throw, I won't supersede skill checks either. So, for me, and my table, the die roll dictates your narration, not the other way around.
Is this one of those 'fortune in the middle' things? (I still don't quite grok that one.)

Seems to me that the die roll (or other mechanical resolution) determines a game-mechanic result, like hps deducted from a creature's total, or a lock opening, or a trap going off, or a spell taking effect, or whatever. In some games, that may (or may not) leave you a lot of latitude in how you narrate it.

I was specifically thinking of problem players that I've had in the past that have espoused pretty much exactly what you're saying. Players who use the "sanctity of PC's thoughts to be disruptive" ... It is something I've seen on more than one occasion...
Nor are you alone in that unfortunate experience.
 

I think this, more than anything else, illustrates the difference in play styles here. (Gimme a sec, I'll address that "maturity" thing a bit down page) But, for me, once the dice hit the table, that's the agreed upon outcome. There is no "superseding" any die rolls if it can possibly be avoided. The dice are telling me, and the table, what is happening in the game world. Dice first. :D

In the same way that I wouldn't supersede an attack roll or a saving throw, I won't supersede skill checks either. So, for me, and my table, the die roll dictates your narration, not the other way around.

I probably shouldn't have described anything as "superseding" the die roll, because I really don't mean negating an undesirable result with some RP. I, too, heartily believe in "Roll then narrate." I don't think that contradicts anything I'm saying.

If the Duke rolls a fantastic Persuasion check, that's great. The DM can (try to) act this out, and/or simply tell the players that he's very earnest/persuasive/believable/etc. Then let the players respond however they wish. Hopefully they won't just ignore that cue, but they should be allowed to narrate the impact that persuasive speech has on them.

And the reverse is also true: if the players want to persuade the Duke of something, roll away to determine how persuasive they are. The DM may wish to be a neutral arbiter and set a specific DC for success, or can just factor the strength of the roll into the Duke's response.

In fact, just as a straw man to bat around, to see how well it holds up, imagine players doing the same thing: "If the Duke can roll a 25+ I'll rescue his annoying daughter." I've never done that one, either, but if I did do that I would happily abide by the result. Effectively, what I would be declaring is not how strong my willpower is, but how strong my initial opposition is, and thus how persuasive the Duke will have to be to win me over. For the DM to set the DC is for the DM to dictate how opposed my character is.

On the rustle/ninja thing, again it's not that I worry the players will take advantage of the meta-game knowledge to mechanically prepare for the fight, it's that "You hear a rustle, but you think it's probably just a squirrel." has three problems:
1) It's telling me what my character thinks
2) It's not a very interesting roleplaying cue
3) I now strongly suspect we are getting attacked but I'm supposed to play along and not do anything with that knowledge, which means my character and I are (unnecessarily) in different states of mind.

Note: The #3 two-states-of-mind thing is fine when there are other people at the table for whom you are playing along. For example, the canonical trolls/fire situation: I would play dumb if there's a new player at the table who knows nothing about trolls. I'd even exaggerate my panic, to help put the new player in the same state of mind as his character. But if we were all veterans I don't really see the value/point in doing that.

Heh, yeah. Sorry about that. That was rather unfortunate phrasing my part. I was specifically thinking of problem players that I've had in the past that have espoused pretty much exactly what you're saying. Players who use the "sanctity of PC's thoughts to be disruptive" when I made that "immature" crack. It is something I've seen on more than one occasion, so, maybe that's why I'm equating it with immaturity. My bad. I'm projecting my experiences. Sorry.

Fair enough. Sorry that I got snarky back.

I think we've all dealt with immature/disruptive players, who find endless ways to weave their chaos. I don't think "helps protect against immaturity" should be a criterion for rules adoption.
 

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