Bedrockgames
I post in the voice of Christopher Walken
I think that when a game only allows player agency in the form of character autonomy, it makes more sense to see it that way. I mean, if you decide to go against Strahd, there’s a chance you’ll be charmed. You’re making an informed choice to face him and risk being charmed. So is that really a loss of agency if it happens? Not really.
It isn't a colloquialism, it is what the word means in the hobby. Dismissing common use as colloquialism doesn't strike me as a good argument at all.
Yes, if Strahd charms you, you have lost agency. But it is also a moment that shows how complex agency in a game can be, because the thing that lead you there, at least in part, was your agency .
But…in most games, a player isn’t generally putting their character conception on the line… that’s not what play is about. Any such loss of control is generally lamp-shaded as magic. This way, when the character shows fear of the dragon, we know it’s not because he’s not brave… he’s being influenced by some supernatural quality of the creature. Don’t worry everyone… Sir Felgar isn’t actually a coward!
I don't even think this is true. Dragon Awe is a thing. Fear and Horror effects are common in lots of RPGs. I even said I quite like them. But you do hear players complain about agency around them.
And again, if games want to explore these aspects of a character's internal world, I am fine with that. I have no objection. I am just pointing out that loss of control of thoughts or actions would seem to be a baseline definition of agency. I think your not seeing this, shows how overly specialized the defitnion you are using has become
But in a game where players ARE doing that…where they are putting their conception ofthe character on the line… then I think it’s different.
I agree, which is why I said there also needs to be room to talk about how agency shifts in the context of different games with different aims. I said a while back, I can see how in certain games this wouldnt' really raise a true agency concern
It’s an expectation of play. And it’s offset by the fact that the player has more say, beyond their character’s actions, in what play is about. They make choices during character creation that the GM is actively supposed to use in play. Not optionally… not at their discretion… they are what play is meant to be about.
Sure I get that. But you are momentarily losing control of your character. I don't think that makes it a low agency game at all. I just think it his odd to say control of a characters thoughts and actions have nothing to do with agency, it is only about game play, seems like a weird way to talk about agency. But like I said, in the context of different games, that momentary loss might even be in the service of agency, because agency can be a balance of many considerations.