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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Why are we still arguing that one single DM roll can change the PC's minds? Does anyone actually think that this is what we're talking about?
 

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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.

Well that makes more sense then having Batman die during character creation.

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).

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

I think I remember this game being talked about with regard to playing 0 level characters complete with 1 hp and a peg leg or some such. I bet those guys would be looking for secret doors all over the place especially if there are any house cats prowling around!
 

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.

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...

D&D at the time had NO SKILLS AT ALL.

But it did have Charisma. And a suggestion to the GM to use attribute checks to accomplish reasonable things.
 


And this is worse.

The player(s) on the side that loses have just given up a great deal of their agency to game mechanics and meta-considerations; and further, are now forced by these mechanics into doing something their characters don't want to do. And this is relevant: sometimes what the player wants to do and what the character wants to do are quite different; and here good roleplay dictates that the character's desires take precedence. I've played characters into adventures I-as-player had no interest in at all; and I've had characters pull me out of adventures that I-as-player were really keen on.

If the players in their roleplaying of their characters have put those characters into an argument with each other, if you-as-DM have an NPC in the party you can throw in that character's in-character take on things, but other than that you-as-DM have no business using game mechanics to cut it short and-or force a resolution.

If the argument goes on all night, so be it. Less work for you; sit back and enjoy your beer.

I'm generally of Lanefan's mind here and I normally don't have a problem with game mechanics taking away agency, even via mundane methods... but only for a little while. I have no problem with the otherwise controversial Pathfinder feat Antagonize - which allows a character to force another to launch an attack at them via a skill check. But then it's a very short duration - just enough time for the target to get a turn and be compelled to attack the antagonizing character (be it a PC or NPC). The effect is pretty much limited to just that one attack and that's an important distinction when overriding or compelling a player's control over his PC. The general trend in D&D/PF and superhero games is to generally limit the effects of mind control-type abilities - either to short durations or to non-self destructive behaviors.

Using a social skill or other mechanic to engage in PvP to determine the outcome of an argument or compel a PC to agree to rescue the nobleman's daughter is a bit more of an open-ended time frame. If one crewmember wins the argument (via some kind of mechanical resolution) over the others on what mission to pursue next in Traveller, that has a duration of weeks in all likelihood (considering each FTL jump is 1 week). The same may be true of persuading the PCs to rescue someone's daughter - a fairly long duration may follow. This is directly contrary to the trend you see in powers, magical and super, that can be expected to override someone's will in extraordinary ways (in contrast to the ordinary ways of making a good pitch and offering a lot of money as a bribe). And that's why certain kinds of agency affecting examples that have been used here, I find very problematic.
 

It just so happens that in the last session of my 3.5 pirate campaign (just this weekend), an interesting situation came up regarding player agency.

The players were about to start a boss fight with an evil cult leader, whom they had no reason to trust. However, he was accompanied by a Frost Wind Virago. An evil frost fey, although all they could tell about her at first glance, was that she was a stunningly beautiful fey. The Frost Wind Virago is like a siren. She has a supernatural ability to draw her enemies towards her with her captivating voice (if they fail their will save), and then they just stand there taking a beating and offering no resistance.

But during the opening of the fight, I actually had her not use this ability. Instead I had her do as the flavor text describes: She tries to get close to her enemies, using deception and misdirection, only to activate her special powers to freeze and stun her enemies.

She approached the players, begging them to see reason, and to have a cease fire. She manipulated the elves in the party, by pretending to be an ally to the elves, knowing they might be more prone to trusting a fey. She even got them to willingly hand over her magic bow (which they had looted from her room), by lying that it was a gift from the elves to her. It was a parley situation, as is of course fitting in a pirate campaign. But I rolled no skill checks for her at all. She told them that her lover (the evil cult leader) was not the man they believed him to be. She also praised one of the PC's for being 'a reasonable man, willing to see reason'. I just used lies and manipulation to get the players to trust her, so that she could get the first shot in.

I was surprised it worked so well, since the fight initially started with the players having the advantage over their enemies. I think one or two of the players knew that they might be walking into a trap, but they decided their characters would not think the same.
 
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It's the clearest exemplar of the divide in the actual underlying debate.

But, it's not an exemplar of anything other than this strange straw man that people insist on building. No one has actually argued in favor of a single die roll changing PC's minds. The closest might be morale checks, but, even then, those only come into play after considerable other events have occurred.
 

But, it's not an exemplar of anything other than this strange straw man that people insist on building. No one has actually argued in favor of a single die roll changing PC's minds. The closest might be morale checks, but, even then, those only come into play after considerable other events have occurred.
Well, then, how many checks do you think it should take before the GM can tell the layer what their character thinks?
 


Well, then, how many checks do you think it should take before the GM can tell the layer what their character thinks?
The argument in question seems less that the roll/check tells that the player what their character thinks, but instead that the check places narrative restrictions on how the player can interpret/roleplay what the character can think.
 

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