RenleyRenfield
Adventurer
I am simply highlighting the "mechanics" part of this thread.While I don't really disagree with your point, I think even at that point there were some differences in how they presented the role of the two. Whether that showed up in play is a different question.
To me, it's worth talking about actual mechanics and not soft feels on how different people may run a game. I think it goes without saying that people can ignore rules or make their own rules. So I am just addressing the games themselves.
This is a misinterpretation of rules vs rulings. And it gives us a reason to want to better communicate, ergo we try to consider giving firmer definition to terms used.See, this is where I curse the Forge and how its influence on RPGs can be extremely regressive. Specifically, the hyperfocus on jargon. Jargon is supposed to be a tool for communication, not a hallmark of design.
The idea of "'player agency" has been around since the days of Gygax vs Arneson, with Gygax generally being more system oriented and Arneson being more about player agency. Just because people didn't use modern vernacular to talk about it doesn't mean it wasn't a design consideration. Synnibar is the easiest example that I could give because it has the clearest mechanics for player agency. But there are plenty of other examples.
Star Wars WEG D6, for example, specifically gives advice to gamemasters about when to allow players to choose to do whatever they want in the world of Star Wars, when to give a list of options, and how to give the illusion of choice when you don't have things prepared. Just because they're not talking about those things in terms of Player Agency, Illusionism, and Sandbox vs. Railroad doesn't mean they're not actively designing with all those things in mind. It just means they didn't use the same jargon. And make no mistake, West End Games was not only a major group, but they predate VtM as well.
- Suggesting a GM let the players act more or narrate more = not a mechanic. That is in fact, a suggestion on style of play, which has no mechanic behind it.
When we talk about Player Agency, we are trying to give a term to things like the PBTA move "Negotiate" which, when rolled no longer let's the GM fully have "agency" over the terms and conditions and results of the roll.
Instead, the game gives a hard and fast mechanic that gives a ruling: "They do it full stop. or They do it but... it will cost more, or they will betray you later, or they protect their position ad give you little, etc etc".
So this is an area where we not longer have pass = GM decides what happens, and fail = GM decides what happens.
This is very much new, and much more common as of 2015. With more and more game systems adding in these types of mechanics. (it may have started as early as 2005 or so, but we see the huge boom closer to 2015~2018 and it grow ever since)
I am not saying this is best or better or anything like that.
I am simply saying that "there is a shift in roleplaying, and there is a different view and expectation the newer and more modern players have." = AND by and large = these new play styles and expectations do NOT align with older games mechanics. Thus there is a difference. And we are trying to coin terms for those changes. (which may help people choose what to play and what to avoid when getting into gaming or swapping systems)
Where the enjoyment of added features to D&D to make it more survivable, and get re-rolls/roll with advantage = are a strong indication of new design goals in mechanics. Where adding no-fail rolls like in Draw Steel, and so on.