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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That does not answer the question of whether we should include Traveler style Character creation mechanics into DnD though does it?

Foul on the play.

No one has suggested any such thing. The existence of those mechanics in one specific edition of Traveller does not have any actual relation to the discussion at hand.
 

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Foul on the play.

No one has suggested any such thing. The existence of those mechanics in one specific edition of Traveller does not have any actual relation to the discussion at hand.

Except that pemerton has been talking about Traveler and mechanics in Traveler (as well as other Indy games) for a while so lets talk about Traveler mechanics.
 

Then why are there alignment restrictions for classes, spells, and magic items?
Apparently, the game designers cannot decide what alignments should be: Just a loose guideline or a hard restriction? I'm getting ambiguous signals here!

Imagine for a second how you would create a PC if there was no alignment system. You'd come up with a personality and background, describe motivations and goals. Think about what your character likes and dislikes, what he hates, loves, and fears. Then look at the resulting character. Is there anything missing? What purpose does it serve trying to match an alignment to this well-developed character? What do you gain by trying to shoehorn the character into alignment categories? Chances are, if you didn't start out picking an alignment for your character, you won't find one that neatly fits.
But then how would I apply alignment-based spells, classes and items; all of which I want in the game?

Lanefan
 

There is a lot fisking going on. I do love the idea of only being able to respond to one quote... or to only be allowed to quote up to 5 lines.
If somebody writes a ten-paragraph post and within it makes ten different points I'd like to respond to, I'm going to break that post up into ten pieces when I quote it in my one-post response if ony to make it clear which bit I'm responding to at any given point.

I am not going to break my response up into ten different posts. My post count is high enough as it is, and doesn't need any more help. :)

Lan-"what is a gish gallop, other than a twinked-out fighter-mage riding a horse at high speed?"-efan
 

So you say that we should be restricted to only writing 5 lines at a time?

I thought that was what Twitter was for?

No just the quote of up to 5 lines. I’ve just quoted 3 of yours for instance.

So have people construct their own arguments rather than just quoting other people’s.
 

I am not going to break my response up into ten different posts. My post count is high enough as it is, and doesn't need any more help. :)

This wasn’t directed at you personally, just a general surprise at the style of communication that seems to have developed.

I think what I’m trying to say is we could all pick the points that we have the most relevant response to and make those points. Rather than trying to write an essay that comprehensively rebuts everything a person says. Essentially be selective with our quotes and responses. It’s just an observation.
 




Except that pemerton has been talking about Traveler and mechanics in Traveler (as well as other Indy games) for a while so lets talk about Traveler mechanics.

No, [MENTION=42582]pemerton[/MENTION] was discussing reaction mechanics in Traveller. Bringing in other mechanics, that only apply to one specific edition of Traveller chargen mechanics in an thinly veiled attempt to disparage those mechanics is a pretty heavy handed tactic that has nothing to do with what is actually being discussed.

IOW, it's disingenuous.

The point that was being made is that social mechanics have existed in some form in RPG's since pretty much day one. Various RPG's have incorporated it in various forms. So, why is this such a bizarre idea in 5e?
 

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