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
 

log in or register to remove this ad

And I'd argue that ambushes sprung without warning that kill characters are poor play.
If the players are aware that attending the conference stakes their characters choice in what to believe, sir, fine, so long as they can choose to not attend.
I can't imagine an ambush being sprung /with/ warning ("Excuse me, but this in an ambush, if you don't want to be ambushed, you should go back and take the other fork" "Oh, thank you, no, I'd rather not be ambushed - guys, we're heading back and taking the left fork" "Whew, so glad we're not being railroaded..." "Well, that's another batch gone ...I still say we'd make more money as bandits if we didn't do it this way."), it'd just not be an ambush anymore. But OK, that's at least consistent: if you walk into an ambush, you risk getting killed, if you sit down at the negotiating table, you risk making a bad deal.

Seriously, with all the levers the GM has to encourage or hook players, why the strong defense for the most lazy route of usurping player agency?
Another thing that makes it a bad example, I guess. I see the issue more as are we modeling characters or not.

Though, on the closely-related topic of illusionism... ;)
 

log in or register to remove this ad

I can't imagine an ambush being sprung /with/ warning ("Excuse me, but this in an ambush, if you don't want to be ambushed, you should go back and take the other fork" "Oh, thank you, no, I'd rather not be ambushed - guys, we're heading back and taking the left fork" "Whew, so glad we're not being railroaded..." "Well, that's another batch gone ...I still say we'd make more money as bandits if we didn't do it this way."), it'd just not be an ambush anymore. But OK, that's at least consistent: if you walk into an ambush, you risk getting killed, if you sit down at the negotiating table, you risk making a bad deal.

Another thing that makes it a bad example, I guess. I see the issue more as are we modeling characters or not.

Though, on the closely-related topic of illusionism... ;)
Ha. Very droll. I meant I the sense that ambushes are a possibility. Ninjas inside the safe base hitting PCs independently in overwhelming numbers for no previously established reason is bad. Getting jumped by orcs in the wilderness isn't, because the played have warning this is a dangerous area and can declare actions to modify their risk. Presumably ambushes happen in your game in ways and places that the players aren't surprised even if the PCs ate nechanivally surprised, yes?
 

Ha. Very droll. I meant I the sense that ambushes are a possibility. [] Ninjas inside the safe base hitting PCs independently in overwhelming numbers for no previously established reason is bad. Getting jumped by orcs in the wilderness isn't, because the played have warning this is a dangerous area and can declare actions to modify their risk. Presumably ambushes happen in your game in ways and places that the players aren't surprised even if the PCs ate nechanivally surprised, yes?
Yeah, I totally get it, like I said, it's consistent. You go into a region where bandits are known to ply their trade, there's a risk of being jumped and killed, that's part of the stakes. You go into a civilized/patrolled area, that's not likely, but you might get conscripted by the local lord, or maybe targeted by grifters from the local thieves guild & sold a bogus treasure map.
 

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?

I usually try to limit forced PC actions to things caused by Disadvantages they took in character creation, or inherent limitations of the race they chose. And even in the latter case, I usually just present them with the reason they should act a certain way, trying not to force them if possible.
 


even if the PCs ate nechanivally surprised, yes?
Spell check knows 'nechanivally' is a word, nothing else in the world seems to, but I suppose it'd be surprising if you ate it.

...technology, making our lives easier...


Presumably ambushes happen in your game in ways and places that the players aren't surprised even if the PCs are mechanically surprised, yes?
In my game, sure, I can be more than a little cliched, and I let dice dictate what PCs think & feel, like "nice day, I wonder if that's a larch... ouch! Bandits? I'm so surprised!" Which, obviously, undercuts their agency and shatters their immersions...
 

But none of those "constraints of thought" actually tell the PC how they feel about the information they've received. None of them constrain what they must do. And those issues are, as I see them, fundamentally different from being able to spot a tell when being bluffed or being able to recall a tidbit of information.
The idea of separating what we feel and what we think strikes me as an unhelpful false dichotomy in this case, as the point is that the narrative thoughts of the PC can and are curtailed by the results of checks. Because bluffing, insight, knowledge, etc. are not purely "information" but also rely heavily on the realm of human cognitive processing of feelings, intuition, and emotions.
 
Last edited by a moderator:


The idea of separating what we feel and what we think strikes me as an unhelpful false dichotomy in this case, as the point is that the narrative thoughts of the PC can and are curtailed by the results of checks. Because bluffing, insight, knowledge, etc. are not purely "information" but also rely heavily on the realm of human cognitive processing of feelings, intuition, and emotions.

I'm not really seeing how. Being subjected to bluffing and making an insight check involve the ability to read someone or a situation, judge motivations - not really seeing how that determines how someone emotionally feels about a situation. Knowledge checks determine what the PC can recall at the time, what they might have learned in the past - again, not really seeing how that determines how someone emotionally feels about that information. I don't really see how affecting how someone feels about something, their emotional response to it, can be justified in the same manner as a roll to determine how much they can observe about the environment around them or what they know.

This isn't to say that there aren't reasons to allow limited ability to actually control a PC with a skill check. I went into that earlier. It's just that the justification for doing so has to be based on something other than lumping them in with insight/knowledge/perception and other checks because they also limit a character's mental state in a situation.
 

I'm not really seeing how.
That's fine.

Being subjected to bluffing and making an insight check involve the ability to read someone or a situation, judge motivations - not really seeing how that determines how someone emotionally feels about a situation. Knowledge checks determine what the PC can recall at the time, what they might have learned in the past - again, not really seeing how that determines how someone emotionally feels about that information. I don't really see how affecting how someone feels about something, their emotional response to it, can be justified in the same manner as a roll to determine how much they can observe about the environment around them or what they know.
Because making a reading or judgment is not entirely information-based, but is also rooted in emotions, feelings, and such. Cognitive science, behavioral psychologists, and the like have studied that "facts" and "information" often carry emotional, ethical, or "feeling" components and are not strictly something separate from some sort of objective rationalism. So the results of any such roll would inherently curtail what the player may feel is permissible for their character to feel. If one made a successful Insight check, for example, then the player would almost be daft to say "I feel that they are being untruthful," because the dice resolution establishes that the character's Insight falls within a certain spectrum of thought.
 

Remove ads

Remove ads

Top