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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I don't know if it's that hard. I think we have to stop thinking of an evil character as being this instrument of pure evil rather than just selfish or bad in some ways. Think of all the great fiction that's involved such characters and dealt with them in at least somewhat sympathetic ways....Sopranos and Breaking Bad come to mind.

I think Tony Soprano is undoubtedly a character we can classify as Evil for the purposes of an RPG. But that doesn't mean he does bad things indiscriminately, or without any remorse. Walter White is even less blatantly Evil, but still qualifies.

Just a couple that spring to mind that actually seem like they'd be interesting to run.

I think the only challenge that there really should be is to find a reason for the other PCs to be working with this person. They probably work best with like minded characters for a themed campaign, but if not, and they're to be teamed up with more heroic minded PCs, you can usually find a reason that makes it work.

Characters that we think of as "Pure Evil" or so far beyond normal reasoning that they seem so are better avoided. I can't see how one would play a character like Hannibal Lector, for instance, or why it would be fun, nor how it would work with other players. But there's no need to go so far into the Evil territory as that.

Well, I wouldn't enjoy playing Tony Soprano or Walter White, either.

I could see playing Omar from The Wire. That would work for me.
 

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Well, I wouldn't enjoy playing Tony Soprano or Walter White, either.

I could see playing Omar from The Wire. That would work for me.

Ha nice. I don’t even know if I’d call him evil. He breaks laws for sure, but the only people he harms are criminals, too.

Mine were just two examples, though. There are likely plenty of others that might work for an RPG.
 

Definitely wandering off-topic (maybe for the best?) but there's a middle-ground between "saving the world" and being murderhobos. And honestly I'm tired of campaigns premised on a threat to the whole world. (WotC adventure paths being the prime example.)
Yeah, if for no other reason than once you've saved the world, where do you go from there?

I've tried playing characters with evil-ish concepts and backgrounds, but I always ending up wanting to save the villagers and stamp out evil anyway.
Oh, my evil guy will save the villagers (they're more profitable to me alive than dead unless I'm playing a Necromancer) and stamp out evil (a.k.a. competition for the same resources) - no problem there! :) But those villagers will repay that debt ten times over, and my methods of stamping out other competing evils won't be pretty...or ethical...

I just don't think it's fun to roleplay evil traits. I'm not even very good at chaotic.
Chaotic is my natural environment. :) I'm not that great at playing truly Lawful characters, though I try now and then.

Now, I don't mind playing a reluctant hero. Or a coward. I can do the guy who says he's just in it for the money. But neutral is about as far as I can push it before it just feels...disturbing...to want to roleplay being a bad person.

Maybe it's an "actor stance" vs. "experiential stance" (I just made that up) kind of thing. Yes, I can imagine it would be a blast to play the villain in a movie. But that's not what I'm doing when I RPG.
I look for something more like Game of Thrones, where sooner or later most people will show both their good side and their bad side but mostly it's dog-eat-dog and laws are largely ignored in favour of what will keep me (and my party, usually) alive here and now. Lots of shades of gray rather than hard-bordered alignments.

Lanefan
 


And, sure, we can always come up with some justification for why a metagame resource is rooted in some kind of reality,
Such as the reality of a distant-future Earth imagined by Jack Vance. ;)

but there wouldn't be huge forum battles raging about martial abilities if there wasn't at least something dissonant about it.
There were two major sources of that dissonance, that it deviated from the inertia of the classic game, and that it resulted in martial classes being reasonably balanced with the other Sources.

Only the former source of dissonance remains in 5e, and, in spite if there being such martial resources still in the game, the controversy is all but gone - unless the topic shifts to expanding those resources to in any way rival spells, again.

Yeah, if for no other reason than once you've saved the world, where do you go from there?
Anywhere you want in the world, since it's still there.

This was more true of past editions than of 5E. Now, in 5E there is very little mechanical impact of your alignment.
To be fair, the mechanical impact of alignment was pretty extreme in the classic game, and almost taken to the level of parody with 3.x's "Team Alignment" mechanics (why yes, every alignment gets mechanically similar anti-the-diametrically-opposed-alignment spells and magic items, it's only fair). It was 4e which pendulum-swung away from that precipitously, both simplifying alignment and purging alignment-driven spells, items and other mechanics. Backsliding began even before Essentials and the MME, and 5e has backslid only a little further, so far (returning to the more complicated/grid-filled/arbitrary 9-alignment system), but it is part of the return swing.

I don't know if it's that hard. I think we have to stop thinking of an evil character as being this instrument of pure evil rather than just selfish or bad in some ways.
"Just selfish or bad in some ways," would be that messy neutral-but-not-philosophically-TN, maybe with some 'evil tendencies' of the 9-alignment system (or simply 'Unalligned' in the 5-alignment system).
 
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There were two major sources of that dissonance, that it deviated from the inertia of the classic game, and that it resulted in martial classes being reasonably balanced with the other Sources.

Only the former source of dissonance remains in 5e, and, in spite if there being such martial resources still in the game, the controversy is all but gone - unless the topic shifts to expanding those resources to in any way rival spells, again.

I know lots of people have an axe to grind on this issue, but I don't. I think my view isn't laden with baggage. (But do we ever know that for sure?)

I'm completely fine with Battlemasters having expertise dice, for example, and understand the balance need, and at the same time can acknowledge that it's awkward narratively for those abilities to not be at-will (like Sneak Attack or Martial Arts) and instead be tied to a resource that replenishes on a rest. I don't raise a stink about it, but it's awkward. It's less elegant design than I would wish for it to be.
 

I think my view isn't laden with baggage.
The thing we have differing views of - in this instance, D&D, since that's where the reactions you're talking about come in - is laden with baggage. ;)

I'm completely fine with Battlemasters having expertise dice, for example, and understand the balance need, and at the same time can acknowledge that it's awkward narratively for those abilities to not be at-will (like Sneak Attack or Martial Arts) and instead be tied to a resource that replenishes on a rest.
The same sorts of issues were brought up over casters 'forgetting' spells back in the early days, and alternate systems, where spells were cast with mana points or with failure/backlash chances were not at all unusual. Folks got used to the gamist compromise of n/day spellcasting, and it became engrained, in D&D it became definitively 'magical,' even though it defined magic nowhere in the broader fantasy genre (Dying Earth being technically sci-fi).

Martial Arts - Ki in 5e D&D - isn't at-will, either... oh, and it's explicitly magical. :shrug:

D&D's dissonances are many and overwhelming until you get used to 'em. ;)

It's not really much of an issue in other RPGs, once you leave D&D's immediate orbit (D&D, d20, fantasy heartbreakers). In Hero System, for instance, you could take a power with 1 charge and a 'martial' (arts, probably) Special Effect and no one would think anything of it - and, of course, such limitations are entirely in the hands of the player building a power to fit his character. By the same token you could buy your magical-F/X power at 0 END and use it every phase all day, no issues, it'd still be magical.

Then, anything less dissonant (like casters suddenly getting at-wills & rituals) become dissonant. ;)
 
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So there is no reason for a Lawful Evil person to think of themselves as "evil". They can think of themselves as being in the right through any justification the player would like (the ends justify the means, only I can safely rule, etc.).

Does it really matter what the Character think of themselves? Just because you dont think that you are Evil does not mean that you are not Evil.
 

Does it really matter what the Character think of themselves? Just because you dont think that you are Evil does not mean that you are not Evil.
Depends whether alignments are defined from an objective or subjective point of view.

I have it that a Cleric casting Know Alignment is going to get results tinted by her own alignment e.g. a very Chaotic Cleric might get a somewhat Lawful result while a very Lawful Cleric might get a somewhat Chaotic result from the same objectively-pure-Neutral target. :)
 

Depends whether alignments are defined from an objective or subjective point of view.

I have it that a Cleric casting Know Alignment is going to get results tinted by her own alignment e.g. a very Chaotic Cleric might get a somewhat Lawful result while a very Lawful Cleric might get a somewhat Chaotic result from the same objectively-pure-Neutral target. :)

How could you define it subjectively?

Know Alignment just gets turned into Detect Difference of Opinion.
 

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