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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Rolling back to the idea of people not being able to be convinced of something, using a real world political issue in a certain country. :D

Sure, we can come up with all sorts of examples of someone not being able to convince someone else to do something regardless of how persuasive they are.

But, just because those exist doesn't mean that we have to insist that no PC can EVER be persuaded because of a persuasion check. Isn't that why we have a DM at the table?
 

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Rolling back to the idea of people not being able to be convinced of something, using a real world political issue in a certain country. :D

Sure, we can come up with all sorts of examples of someone not being able to convince someone else to do something regardless of how persuasive they are.

But, just because those exist doesn't mean that we have to insist that no PC can EVER be persuaded because of a persuasion check. Isn't that why we have a DM at the table?

The DM should just try to persuade and then let the Player decide if their PC is in fact persuaded.

If they want to control what the Players do then an RPG is not really a very good medium for that.
 

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.

Well, my comment was made in response to another comment about how alignment basically just dictated a character’s decisions ahead of time (something like that, I’m paraphrasing), so I was saying that the reduction in the mechanical importance of alignment means that characters need not be pigeonholed. Because alignment for PCs no longer really matters. Instead, it’s there for the players.

I think a world where the characters can actually know that they are an alignment like Lawful Evil is very different from one where they don’t know.
 

Did I mention recently that D&D's alignment system sucks? It's not a system that supports (or helps with) the creation of realistic characters.

The only purpose it serves somewhat reasonably is to describe the minds and behavioral patterns of alien beings with immutable alignments (angels, devils, etc.) in accordance with the cosmology introduced in AD&D 1e, i.e. it only works for beings that don't have the freedom of choice.

Even a BBEG doesn't really work well with such an abstract and one-dimensional personality. A 'good' BBEG will have motives and goals that may be misguided but ultimately comprehensible, given some background information.
 

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.
The issue is the reverse from the one you mention. In classic D&D it is fairly straightforward for any character of note to have Know Alignment cast on him-/herself to confirm his/her alignment; and there is a further argument that one knows one's alignment innately, in virtue of knowing an alignment language.

Which means that, in classic D&D, evil protagonists and antagonists know that they are evil. Which is weird. Even when Milton's Satan says, "Evil, be though my good" he is most naturally read as using "evil" ironically, or to refer to that which others judge evil but which is his good.

Did I mention recently that D&D's alignment system sucks?
I think it sucks if you want to have a campaign where what counts as good or evil is a live question - because the system already answers that. (Respecting rights and fostering wellbeing is good; wantonly disregarding those things is evil.)

I think it can be more interesting if you want to focus on the question of what is the best means to good - individual self-realisation (as the chaotics hold) or social structure and order (as the lawfuls hold). In other words, if you accept that CG and LG can't both be right, then you have an interesting field for contestation. (I also think this makes the cosmology incoherent, as the Seven Heavens and Olympus imply that in fact LG and CG both are right - ie either can be a means to good - at which point the difference seems purely aesthetic rather than genuinely moral or ethical.)

The only purpose it serves somewhat reasonably is to describe the minds and behavioral patterns of alien beings with immutable alignments (angels, devils, etc.) in accordance with the cosmology introduced in AD&D
That is an alternative approach. But then I think it would be more helpful to drop the moralised language. Demons are wild, destructive and vicious - what does it add to that to say "Oh, and they're evil too!"
 

Did I mention recently that D&D's alignment system sucks? It's not a system that supports (or helps with) the creation of realistic characters.

Its not designed for that purpose. D&D alignment system is a general guideline, although the distinction between good and evil is pretty clear. But why would it need to support/help-with the creation of realistic characters specifically? Most D&D characters are unrealistic.
 


The issue is the reverse from the one you mention. In classic D&D it is fairly straightforward for any character of note to have Know Alignment cast on him-/herself to confirm his/her alignment; and there is a further argument that one knows one's alignment innately, in virtue of knowing an alignment language.

Which means that, in classic D&D, evil protagonists and antagonists know that they are evil. Which is weird. Even when Milton's Satan says, "Evil, be though my good" he is most naturally read as using "evil" ironically, or to refer to that which others judge evil but which is his good.

If you think about it logically the only wierd thing is for someone to justify to themselves for example that killing one, two, a hundred people is actually a "good" act. You know they only eat the ugly babies so its all about making the world a more beautiful place.

That is an alternative approach. But then I think it would be more helpful to drop the moralised language. Demons are wild, destructive and vicious - what does it add to that to say "Oh, and they're evil too!"

So which creatures are the wild, destructive and vicious ones that are 'good' too? Maybe they are not evil too, maybe they are evil because they are wild, destructive and vicious.
 

The DM should just try to persuade and then let the Player decide if their PC is in fact persuaded.

If they want to control what the Players do then an RPG is not really a very good medium for that.

I disagree, obviously.

Framing a character in a situation that the player may not have intentionally placed him or herself into is the heart of roleplaying. It forces the player to actually immerse themselves in a role that they aren't 100% sure of and have to react to a situation in a way that challenges the player's ability to portray that character.

I mean, "country bumpkin just off the turnip wagon" is a pretty common background. Or that PC with a dumped Wis/Int score suddenly becomes Sherlock Holmes whenever someone talks them isn't terribly believable. I find it far more plausible that a character be influenced by the NPC when the mechanics call for it.
 

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