You say you’re only talking about character agency, but the systems you reference, Burning Wheel, Torchbearer, and 4e D&D, rely on structured procedures that constrain the referee.
Yes. This is crucial to how they secure player agency.
But that doesn't involve
the player doing anything but play their PC. It just requires the GM to follow the rules.
These games give players control that extends beyond just acting as their characters. They also allow players to act for their characters, meaning they make decisions that affect the fiction at a structural level, such as framing scenes or establishing stakes. That is a different kind of agency than simply declaring actions from within the character’s point of view.
This is just wrong.
All the player of a Burning Wheel character has to do is
be their character. When I play Thurgon, this is what I do. It is the rules that govern the GM that ensure that (for instance) scenes are framed that speak to the things that I, as Thurgon, care about.
You claim that stakes, tone, and theme follow from what players do with their characters. I agree, but in the Living World approach, those elements are not prepackaged or negotiated in advance.
Nor are they in the RPGs that I am posting about.
Your misunderstanding here appears connected to your early posts about character arcs, story and the like which
@Campbell,
@hawkeyefan and I responded to.
Eero Tuovinen actually
explained the point very beautifully quite a while ago now:
I find that the riddle of roleplaying is answered thusly: it is more fun to play a roleplaying game than write a novel because the game by the virtue of its system allows you to take on a variety of roles that are inherently more entertaining than that of pure authorship. . . .
all but the most experimental narrativistic games run on a very simple and rewarding role distribution that relies heavily on both absolute backstory authority and character advocacy. . . . These games are tremendously fun, and they form a very discrete family of games wherein many techniques are interchangeable between the games. . . . The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook. And it works . . .
What Tuovinen says here is exactly accurate for my experience playing Thurgon in BW. All I have to do is
play my character and
be Thurgon. The rest is taken care of by the GM following and applying the rules of the game. Your idea that there is "meta agency" is simply false.
What I am distinguishing is this: when a player steps outside of that immediate context to talk about what their character wants in general, or what arc they are hoping to pursue, that is not acting as the character.
To reiterate: as I and
@Campbell have posted, in reply to you, the things that you describe here are not part of narrativist/"story now" RPGing.
They are not part of any RPG that I play.
Players are not told what the stakes are. They find out through play.
How would
players being told what the stakes are count as an exercise of "meta agency" by a player? It would seem to be a purely receptive role.
Tone comes from how the world responds, not from a shared declaration. Theme arises after the fact. You only seem to recognize player impact when the system gives players structural control. I recognize impact when it emerges from consistent decision-making within the world.
You appear to be talking about the players prompting the GM to make decisions: about how the world responds to declared actions, about what is at stake in the resolution of declared actions, about what thematic significance (if any) will emerge. It does puzzle me a bit that you seem oblivious to the extent of GM control over the shared fiction that you are describing here.
But anyway, I don't know what you mean by "structural control", unless that is a jargon term for
the GM follows the rules of the game.
your usage of character agency folds procedural guarantees into the definition. You say you are not talking about meta-level input, but you only seem to acknowledge agency when the system provides formal control mechanisms.
By "formal control mechanisms" and "procedural guarantees", I again take you to mean
rules (and principles and the like). Yes, rules that govern the GM are important for player agency - these are what permit the players to declare actions with a sense of what impact they are then having on the shared fiction.
Why you characterise
rules as "player meta agency" I have no idea, though. That makes no sense to me.
As for Blackmoor, you say it was not railroady because players could predict the consequences of their actions. Yet Blackmoor lacked formal procedures for resolution.
So? Formal procedures are one way of understanding consequences and what is at stake. They're not the only way. I've posted about this quite a bit upthread already, with reference to classic dungeon-crawling and Gygax's essay on Successful Adventures.
If Blackmoor had agency, then Living World campaigns do as well.
Well, that would depend on the heuristics that the referee is using, how those relate to the players' knowledge of the setting and how the setting and the heuristics and that knowledge have all been built up together, etc.
Just to give a simple example: asking completely novice players to play through a Gygax-esque dungeon with ear seekers, trappers, pit traps that open when the floor 5' in front of them is tapped, etc would be an
extremely low agency experience. Those players would have no way of making meaningful choices to navigate that dungeon and gather information.
But for players who have built up their knowledge of and expectations around dungeon tropes in the context of extensive play, with the GM simultaneously over the course of that play pushing boundaries, coming up with new tricks and monsters, etc - then it may be a quite agential experience.
This is a particular illustration of the general point that informal heuristics are very context sensitive. My understanding of Blackmoor is that it developed analogously to my paragraph just above - Arneson extended the scope of the game, the ideas, the tropes etc in parallel with the players developing their familiarity with and experience of the game.
I have no idea how much of your "living world" play is like that.