I agree with this. It relates back to the discussion upthread of a character who is able to teleport.IThere is a sensitive Agency:Constraint: Play Priority relationship. More perceived agency and/or less constraint isn't always more (actual coherent agency). Sometimes more is less because the entire point of play can become muted or damaged beyond repair. If the point of agency in a game is to test delving skill in a threatening obstacle course, you encode play with particular constraints to ensure gamestate movement from one state to the next (and onward) is as close to a product of that skill as possible.
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THIS is what happens a lot with D&D. And what actually ends up happening is the GM starts relying upon Force to create a perceived experience of aligned Agency and Play Priorities when, under the hood (and definitely in the minds of the players who have sensed the tidal disruption), there is serious misalignment and incoherent incentive structures/feedback loops.
Having the ability to declare, as a player, that my PC is at place X rather than place Y does not give me any significant agency if the GM is largely unconstrained in narrating what it is that my PC encounters at X or at Y, and in then narrating how that encounter unfolds in response to what I have my PC do.
My agency is largely limited to promptig the GM to establish some fiction.
This is why I am disagreeing fairly strongly that simply declaring an action for a character is, in itself, a meaningful exercise of player agency.