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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.


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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Imaculata
"I treat such traps in exactly the same way. "

Your examples say differently.

You give examples of clues leading to detection of both magical and non-magical traps. You show examples of using mechanical obvious real world mechanics common sense to disarm the mechanicals. Easily done since we have all some shared frame work for that.

Magical traps dive straight after sparky spot into maybe an arcane check needed for info, identify, detect type of magic, and even to not even disarming but sometime later setting it off.

Why wasnt there a clear obvious set of steps to disable that magic one?

Why so many checks, seeming spells cast etc?

Again, what about disease? Does my medicine ecpert guy need me to know cpr is bad for stab wounds? Even some politician doctors may be confused by that one.

Obviously, tables have different rules, but in my experience the more the gm empowers "auto-approach-success" the more valuable the skills that dont have obvious real world "approaches" become and the more "dump staty" areas where player is knowledgeable become.

The most egregious area of that in my ecperience is not traps but social skills where the same principle can let a socialy adept player give a good pitch, well thought out, avoid pitfalls and basically never need worry about the characters 8 cha and lack of persuasion.

But, likley thats not a problem in your games.
 

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"And frankly, most of the time when an NPC is trying to convince you to do something, what's really going on is the DM is trying to move the game forward."

Really? Wow.

One of the first things i tell my players in session zero is "Never think of the NPCs as me. They are people inside the world, not agents of my will. React accordingly. They will."

Heck, on more than a few occassions, when the PCs were rolling up an organization, the NPC leader sent foljs to hire them for a lucrative, heroic job, sometimes even with added local social pressure to get them out of their hair while they regrouped.

Sometimes it worked, sometimes it didnt.

Either way, the players had leads and options and choices and that "escort priests and supplies to macguffinville" plot was pitched as "in game offer" like every other.

I'll preface this with a big IME When an NPC is trying to get you to do something, it's usually a quest, or a quest hook, or something that will lead you to the quests, or the quest hooks. And when an NPC tries to get you to go on a quest, that's something the DM wrote up to tie into part ot the larger game world. Your experience may differ.
 

I'd think if spells can affect you, social skills can. Just another kind of save. "Charm Person" and Persuasion are only separated by interpretive degrees. In the end, the result is the greater key.

If I say "rule 5 does not affect my PC, even if rule 6 is very similar with a different descriptor", where is the line that enables GM disruption?
 

The difference is that the effects of an explosion are about physics and physiology, and the effects of the social interaction are about thoughts.
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Not to get too metaphysical, but an RPG is pretty much all thoughts.

The closest things to physics are rules, so if a rule says something about how big an explosion you can design your character to survive or how insightful or persuasive you can design him to be, then they're pretty much equally thoughts and equally faux-physics.
 

Not to get too metaphysical, but an RPG is pretty much all thoughts.

The closest things to physics are rules, so if a rule says something about how big an explosion you can design your character to survive or how insightful or persuasive you can design him to be, then they're pretty much equally thoughts and equally faux-physics.

It's kinda funny when you think about it. We completely accept game rules that are totally ludicrous in the name of playing the game - survivable balls of fire, explosions, falling damage, etc. But, people absolutely balk at the idea of rules governing their reactions.

IOW, it's perfectly fine for my rules to kill, maim or otherwise incapacitate your character, but, tell you that you like/dislike something? No, absolutely not. :D
 

I'll preface this with a big IME When an NPC is trying to get you to do something, it's usually a quest, or a quest hook, or something that will lead you to the quests, or the quest hooks. And when an NPC tries to get you to go on a quest, that's something the DM wrote up to tie into part ot the larger game world. Your experience may differ.
IMG i make a serious ppint to make sure my players know the NPCs are not me and when i,play i always give that GM the same.

Starting to see the NPCs as the GM and what the NPCs want you to do as the GM wants is road i actively strive to close down day zero.

So, yeah, IME varies.

But to each their own.
 

I'd think if spells can affect you, social skills can. Just another kind of save. "Charm Person" and Persuasion are only separated by interpretive degrees. In the end, the result is the greater key.

If I say "rule 5 does not affect my PC, even if rule 6 is very similar with a different descriptor", where is the line that enables GM disruption?
I do not know what GM disruption means.. But it sounds painful so i avpid it.

As a gm, when i want to show persuasive characters or such working on the characters i present scenes which seem to make the pitch reasonable.

Persuasion is not illusion, not control but influence... Its seeming to be the right key when a lock is there.

Whether they agree, or not or go other ways is up to them.

Compulsions, illusions... Different things.
 

It's kinda funny when you think about it. We completely accept game rules that are totally ludicrous in the name of playing the game - survivable balls of fire, explosions, falling damage, etc. But, people absolutely balk at the idea of rules governing their reactions.

IOW, it's perfectly fine for my rules to kill, maim or otherwise incapacitate your character, but, tell you that you like/dislike something? No, absolutely not. :D
Thats because the thing the players really bring to the table are choices... Start taking that away, why do they need to be there?

Telling them they are controlled... Tolerable.

Telling them you get to decide how their character thinks... Bye bye.
 

Thats because the thing the players really bring to the table are choices... Start taking that away, why do they need to be there?

Telling them they are controlled... Tolerable.

Telling them you get to decide how their character thinks... Bye bye.

But, that's the funny thing. My NPC 1st level wizard can cast Charm Person and tell you what you think. And no one really bitches about that.

OTOH, my 20th level high Cha NPC with the most fantastic diplomacy score imaginable, cannot influence your character in the slightest.

And we consider that good role playing?
 

But, that's the funny thing. My NPC 1st level wizard can cast Charm Person and tell you what you think. And no one really bitches about that.

OTOH, my 20th level high Cha NPC with the most fantastic diplomacy score imaginable, cannot influence your character in the slightest.

And we consider that good role playing?
One of those is magic and we expect magic to break reality. The other is less tangible.
 

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