So I’m throwing this into the discussion of player agency: what’s everyone’s view on the structure of Dave Arneson’s original Blackmoor campaign?
Specifically, I’m referring to the earliest phase, before the creation of the Blackmoor Dungeons, where, from what I understand, there weren’t many of what we now call NPCs. Instead, the main antagonists were other players. Dave acted primarily as a neutral referee, adjudicating outcomes rather than creating story arcs or the opposition. Even some of the dungeon play retained that model before the campaign transitioned into something more recognizable as a traditional RPG campaign.
Now, suppose I ran a Majestic Fantasy Realms campaign in that style. With enough players involved, each session would bring in a different group of characters, each pursuing their own goals, with little to no centralized narrative. The campaign would be driven primarily by player actions, emergent conflict, alliances, and consequences stemming from what the characters themselves choose to do. The referee’s role would be to maintain the world’s consistency and arbitrate outcomes impartially.
Where does this kind of setup fall in terms of player agency as there is only character agency and no meta agency. And unlike my living world campaigns, the world is brought to life by the players, not the referee.