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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Reaction mechanics are a far different beast then what you are proposing and, if anything, simply state the initial conditions of the encounter rather then dictating what is going to happen. And I understand the Loyalty and Morale mechanics never applied to PCs only to NPCs or at least I never experienced having a character that needed to make a Morale roll.
In Traveller rules, they absolutely do apply to PC's. It's just that most GM's don't bother to apply them to PC's; most complaints about CT are really about GM's who misapplied or failed to apply the rules.

CT B1-77 p 33 said:
MORALE
A party of adventurers (player or non-player) which sustains casualties in an encounter will ultimately break or rout if it does not achieve victory.
At the point in which 25% of a party are unconscious or killed, the party must begin throwing for morale. Average morale throw is 7+ to stand, or not break. Va-liant parties may have a higher throw. DMs are allowed: +1 if the party is a military unit, +1 if a leader (leader expertise) is present, +1 if the leader has any tactical ex-pertise; –2 if the leader is killed (for two combat rounds, and then until a new leader takes control), –2 if casualties exceed 50%.
Direct C&P from the 1977 edition of CT.

I believe that Traveller has mechanics which can result in your character dying during character creation as well. Is that something that we also need to have in DnD?
It works for DCC...
 

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In Traveller rules, they absolutely do apply to PC's. It's just that most GM's don't bother to apply them to PC's; most complaints about CT are really about GM's who misapplied or failed to apply the rules.

Direct C&P from the 1977 edition of CT.

The typical Loyalty, Obedience and Morale situations listed in the ADnD DMG give examples such as offered bribes, chance to steal goods, left alone, ordered into danger etc none of which really apply to PCs at all. And of course the chance of retreating from combat again not something that you would expect PCs to have to worry about except from any fear effects.

It works for DCC...

I never would have expected the superhero genre to have character death during creation.
 

Hey, if we could get Apprentice Tier out of the way in chargen, even if it meant half your scouts 'died,' before you ever played em, that'd be fine...
 

Just for clarity, when you say NPCs just do things - they do not declare actions, what about casting a spell, attacking...you classify those things as 'doing' and part of the narration/scene framing?

I've already noted combat is a special case, with defined U-GO-I-GO rules. Past that, I'm not sure by the structure of your question what the last is referring to -- in combat or not. If not, then, yes. If in combat, again, special case and using the established rules, which don't include checks that make the PCs do something.
 

... in combat, again, special case and using the established rules, which don't include checks that make the PCs do something.
Other than take damage, suffer conditions, including conditions like charmed or frightened that affect their behavior, and of course, little things, like dying.

I mean, the line is clear enough, and sometimes seems reasonable - and othertimes, just silly. In freestyle RP, how your character behaved as a result of a lethal attack would be exactly as negotiable as how he responded to a social provocation. That's freestyle. Actual games, though, have rules, and it's a bit odd to apply rules in some areas, but go more freestyle in others.
::shrug::
 

Other than take damage, suffer conditions, including conditions like charmed or frightened that affect their behavior, and of course, little things, like dying.

I mean, the line is clear enough, and sometimes seems reasonable - and othertimes, just silly. In freestyle RP, how your character behaved as a result of a lethal attack would be exactly as negotiable as how he responded to a social provocation. That's freestyle. Actual games, though, have rules, and it's a bit odd to apply rules in some areas, but go more freestyle in others.
::shrug::

No, consequences are not forcing the PCs to do something.

As for different rules, where are they different aside from the NPCs having a distinct 'turn' to do something? The combat engine is meant to settle things more tactically, going back to D&D's roots as a wargame, but aside from the ugoigo features, the actual play isn't really any different. On the NPC turn, they do things, which establish framing for the PC turns, where they declare actions and the consequences of those actions are adjudicated. This kind of duality is common in many RPGs -- they handle combat with more granularity than out of combat. If you find that distasteful, take up one of the systems that truly uses unified resolution mechanics. I think FATE might suit your bill.

But, if you want to play D&D, of any edition, you're going to find that combat is far, far more detailed in the rules than anything else. Since both I and my players enjoy D&D, we keep that duality. I still don't have NPCs use diplomacy in combat to make the PCs agree with them just like I do out of combat. That doesn't change, and I really don't see the basis for your argument.
 

No, consequences are not forcing the PCs to do something.
I don't feel like arguing it from this side, but DA: consequence of a failed save, consequence of taking more than your current hps, consequence of a failed contested check - not different in kind.

combat engine is meant to settle things more tactically, going back to D&D's roots as a wargame,
Interesting point. In the wargaming of the day, it was player v player, maybe with a judge. Both sides were the same.

At that time, D&D didn't have social skills (beyond, say, calculating the loyalty of your henchmen), by the time it did, it was further removed from those PvP wargaming roots, so the PC & NPC sides of a social conflict being treated differently had become entirely thinkable...
 

I don't feel like arguing it from this side, but DA: consequence of a failed save, consequence of taking more than your current hps, consequence of a failed contested check - not different in kind.

Sorry, but are you arguing that dying due to damage in combat and being forced to take the Prince's quest because the DM rolled one die are the same? I disagree these are differences of degree, they are difference of kind.

Dying is a consequence of getting into combat. It's staked at the start of the combat, every single time -- you might die if you do this. On the other hand, meeting the Prince doesn't carry the consequence of his being able to make your character take on a quest for the Prince because he waggled his tongue. You may declare an action that has a staked consequence on failure of accepting the Prince's quest and his terms, but that's your choice, just like combat is your choice. Or taking other actions that have the known risk of combat occurring.

Dying is a consequence of the player's action declarations. Having the DM tell the player that the Prince rolled a really high persuasion check and now you're taking his quest isn't a consequence of the player's action declarations.
 

Sorry, but are you arguing that dying due to damage in combat and being forced to take the Prince's quest because the DM rolled one die are the same?
They are both consequences of resolution going against the player.

disagree these are differences of degree, they are difference of kind.
heck, they're barely differences in degree, you might only lose control of your dead character for a round before the cleric slaps him with Revivify.

Dying is a consequence of getting into combat. It's staked at the start of the combat, every single time -- you might die if you do this.
Ambushes? Assassinations?

On the other hand, meeting the Prince doesn't carry the consequence of his being able to make your character take on a quest for the Prince because he waggled his tongue.
It might carry the consequence of being summarily executed, depending, but, hopefully, when you're entering into a negotiation (where persuasion would apply) it's part of the stakes that some agreement might be reached..
 

I never would have expected the superhero genre to have character death during creation.
DCC here doesn't mean DCComics, it means Dungeon Crawl Classics; a fantasy system which most certainly does have - and expects - character death during (well, technically very soon after) the creation process.

DCCRPG uses what it calls the "funnel method" of character generation: each player rolls up 4 or 5 or 6 characters, then this massive 20-30 character party goes into a meat-grinder of an adventure (the funnel) with the survivors becoming the actual PCs who carry on with the campaign (if memory serves, the rulebook encourages the DM to try to ensure each player has at least one PC left after the funnel).

Tony Vargas said:
Hey, if we could get Apprentice Tier out of the way in chargen, even if it meant half your scouts 'died,' before you ever played em, that'd be fine...
Well, in DCCRPG those who survive the funnel have just graduated TO apprentice tier - they ain't out of the woods yet! :)

Lan-"or one could make one's entire campaign in effect a very big long slow funnel, with survival as the only goal"-efan
 

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