Enrahim2
Adventurer
I have not heard about GM agency either before this. I find this quite intriguing. My first hunch was that this might be more about cultural streams tending toward thinking of leaders as servants and facilitators in a democratic fashion as opposed to the more autocratic view more prevalent in early D&D. But it strike me that the rules actually might be relevant as well.There's truth to this but it exposes a deeper problem. We've all seen the word "player agency" but reading it made me realize that this may have been the first time I've ever seen the phrase "GM agency". A quick google search suggests that I'm probably not alone
I didn't click that reddit thread until after typing everything above & ironically it starts out very close to being a direct quote of the post itself
That absence from the discussion is a big part of the problem. In past editions PCs faced a high level of risk & those PCs required a lot of things from the GM to meet the system's expectations. Those risks & needs allowed GM's a wide latitude to excise "GM agency" in a way that felt cooperative & friendly in ways that encouraged both sides to engage in mutual give & take. That shifted in 5e where PCs face practically no risk after the first few levels & enjoy a system where their PC needs absolutely nothing from the GM before factotring in the fact that the math has PCs starting out overtuned against everything in the GM toolbox due to a baseline expectation of no feats no magic items with weirdly negative levels of charop. The shift results in a situation where the GM has nothing to incentivize players to interact in a mutually cooperative style until they nerf something or present a situation like an overCR'd encounterthat makes them look bad or something.
A there are a lot of rules explicitely allowing certain actions for players. On the other hand the GM has hardly any concretized permissions beyond absence of restrictions. Hence a player might "get away with" certain behavior a DM might not under the argument that the rules allow it. Cheesing some combination of rules that were never designed to interact might for instance be lauded as "well played" if a player pulls it off, while it might be considered abusive if the DM employed the same trick.
What this points toward is that a well-working game appear to at least require some sort of "self-censorship" on the DM. There are obviously boundaries to what is OK for a DM to do and still get a good game - but the rules do not provide such boundaries at all. Hence the DM bear the full responsibility for not overstepping. And the irony is that as everyone is aware of this, the DM can become de-facto a lot more restrained than the players.
For instance if it come to decide what type of content to pursue. If the players want a dungeon crawl, the rules clearly indicate that they are free to direct their characters to start searching for stories of caves filled with monster and treasure. A DM not obliging by providing such information is sabotaging the game, as it is clearly within their power to make such content. Had there for instance been a rule that said that "The DM choose one of the following kind of scenarios at the start of a new arc" along with descriptions of story classes like "Dungeon Crawl", "Political drama", "Mystery" and "Heist" fleshed out with details of what they can include to a similar extend as character classes - that would definitely have done something with that dynamic. There would of course still be a social component to it that a DM would be wise to take into account. But in this case the social pressure could be easier counterweighted by cold hard rules if the DM really didn't feel the dungeon crawl vibe right now. Importantly this would provide rules based pressure on the players to play along (or be sabotaging the game the same way the DM would have been sabotaging the game by not providing the dungeon crawl when there are no such rules).
Add in the Mat Mercer effect, and the expectation of the DM tailoring the experience around backgrounds written by players, and the DM suddenly sit with almost no agency at all when it come to a lot of the more high level concepts of the game. This appear to be a trend several analyzers have pointed to in the context of trying to understand the DM-shortage. The DM is effectively treated as a game facilitator and entertainer expected to flesh out a story mainly determined by the players. A sort of writer for hire (for free). Definitely food for thoughts!