Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9107828" data-attributes="member: 6790260"><p>As long as the criticism is granted...but it sounds, below, like it's not.</p><p></p><p></p><p>If this was supposed to have a point, I'm not getting it.</p><p></p><p></p><p>Except that that's not at all what's being said.</p><p></p><p>"I want to have a loving relationship, except that I want it to be <em>actually a loving relationship</em>, and not simply someone faking expressions of love and care so they can get something from me." It's a reciprocity, not <em>just</em> a feeling in my head. The feeling in my head is an extremely important part. The status-in-the-world--that the feelings are sincere and reciprocated--is <em>equally</em> important. Without both things, it fails. Without me actually feeling love for another, it would be pointless. Without the feelings being reciprocated, it would be false and hollow--and would <em>hurt</em> to find out after a long period of believing it was true.</p><p></p><p><em>Feeling</em> love and that I am loved is, absolutely, unquestionably critical. <em>Actually being</em> loved--and loving in return--is equally critical. They are individually necessary and jointly sufficient.</p><p></p><p></p><p>No. It's not. It's not actually having any influence or control. <em>Believing</em> you have influence or control does not mean you actually do have such influence or control.</p><p></p><p></p><p>Did you make choices which <em>actually did</em> influence (or even control) the state of play, <em>outside and separate from</em> the fiat declarations of anyone else?</p><p></p><p>If yes, you had agency (influence-and/or-control) over those things. If no, you did not. That's Maxperson's binary. Since this can occur both in many different <em>events</em>, and in many different <em>forms</em>, however, it is possible to have "more" or "less" of it in the macro aggregate, even though it is at the micro scale a binary. "Events" would, for example, be the difference between getting to choose what class, race, background, etc. you play, vs getting to declare what adventures are worth having (rather than <em>pick from</em> a list provided to you, or <em>submit</em> adventures for approval and processing.) "Forms," by contrast, would be things like having influence or control over fundamentally different kinds of things, for example agency (influence-and/or-control) over the personal actions, attitudes, and priorities of your character (my understanding of the term "character agency"); agency (influence-and/or-control) over the goal(s) and parameters of the gameplay (my understanding of the term "player agency"); agency (influence-and/or-control) over whether, and how, the game features themes of sex, abuse, or mind control (what I would call "content agency," addressed with tools before play like "lines" and "veils," and tools in-play like the X-card and O-card); and possibly others.</p><p></p><p>Games which offer more <em>events</em> of agency (influence-and/or-control) over something are preferable, to me, to those which offer fewer. Conversely, those which primarily <em>falsely</em> present situations as offering me agency (influence-and/or-control) over something are completely unacceptable, to the point of actively raising my ire, should I discover this is the case. I don't like being deceived, and doubly so with something like this where such deception is literally never required.</p><p></p><p>I consider it charitable to assume that a given table will, sincerely and not falsely, offer as many events of agency (influence-and/or-control) as feasible, with a generous definition of "feasible." And, as seems relatively(?) uncontroversial, both a "(neo?)trad" game and a "narrative" game will offer all the same events of agency (influence-and/or-control) of the form(s) compatible with the former's design. However, per other posters in this thread, the form often referred to here as "player agency" (which, again, I understand to be influence-and/or-control over the goals and parameters of play) is not only absent, but <em>desirably</em> absent from such "(neo?)trad" gaming. These other posters are in fact gratified by the fact that events of the player-agency (influence-and/or-control) form are <em>not</em> present--ever, if possible.</p><p></p><p>Hence, "narrative" games offer all the same character agency (influence-and/or-control over) events as "(neo?)trad" games, but they also offer a further, additional set of events of player agency (influence-and/or-control.) What other term should be used, then, but to say that the former offers more agency (influence-and/or-control) than the latter--both in terms of individual events (since player-agency, influence-and/or-control, events can occur in the former but not the latter) and in terms of general forms (since the payer-agency, influence-and/or-control, form is present in the former but not in the latter.)</p><p></p><p>This is not, at all, to say that it is <em>universally</em> better to offer more forms of agency (influence-and/or-control) than fewer, nor that it is universally better to offer more agency (influence-and/or-control) events than to offer fewer. I enjoy FFXIV, for example, which has essentially no player-agency (influence-and/or-control) at all, and sharply limited character-agency (influence-and/or-control).</p><p></p><p></p><p>They felt love. But they weren't in a loving relationship. They simply--mistakenly--believed that they were. And <em>that</em> is what is actually analogous here. It's why your example player felt betrayed when they realized that their feeling of agency (influence-and/or-control) did not actually correspond to the reality of the situation. Why it stripped their past experiences of value when they learned that nothing they chose actually had any influence upon or control over the results; those results were always spindled, folded, or mutilated into being whatever the GM wanted them to be. They just were very good at faking the appearance of such influence-and/or-control.</p><p></p><p>Just as, sadly, many people IRL are very good at faking expressions of love--and thus there are quite a few one-sided relationships, where one person is using another. A person doesn't feel betrayed because they have a crush and then, later on, realize that that was just infatuation and not actually love. People <em>absolutely do</em> feel betrayed when they expressed love <em>and thought someone reciprocated it</em>, only to later find that that reciprocation was false. They still felt the love they felt for someone else--but the relationship was not there, even though they (at the time) believed it was.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9107828, member: 6790260"] As long as the criticism is granted...but it sounds, below, like it's not. If this was supposed to have a point, I'm not getting it. Except that that's not at all what's being said. "I want to have a loving relationship, except that I want it to be [I]actually a loving relationship[/I], and not simply someone faking expressions of love and care so they can get something from me." It's a reciprocity, not [I]just[/I] a feeling in my head. The feeling in my head is an extremely important part. The status-in-the-world--that the feelings are sincere and reciprocated--is [I]equally[/I] important. Without both things, it fails. Without me actually feeling love for another, it would be pointless. Without the feelings being reciprocated, it would be false and hollow--and would [I]hurt[/I] to find out after a long period of believing it was true. [I]Feeling[/I] love and that I am loved is, absolutely, unquestionably critical. [I]Actually being[/I] loved--and loving in return--is equally critical. They are individually necessary and jointly sufficient. No. It's not. It's not actually having any influence or control. [I]Believing[/I] you have influence or control does not mean you actually do have such influence or control. Did you make choices which [I]actually did[/I] influence (or even control) the state of play, [I]outside and separate from[/I] the fiat declarations of anyone else? If yes, you had agency (influence-and/or-control) over those things. If no, you did not. That's Maxperson's binary. Since this can occur both in many different [I]events[/I], and in many different [I]forms[/I], however, it is possible to have "more" or "less" of it in the macro aggregate, even though it is at the micro scale a binary. "Events" would, for example, be the difference between getting to choose what class, race, background, etc. you play, vs getting to declare what adventures are worth having (rather than [I]pick from[/I] a list provided to you, or [I]submit[/I] adventures for approval and processing.) "Forms," by contrast, would be things like having influence or control over fundamentally different kinds of things, for example agency (influence-and/or-control) over the personal actions, attitudes, and priorities of your character (my understanding of the term "character agency"); agency (influence-and/or-control) over the goal(s) and parameters of the gameplay (my understanding of the term "player agency"); agency (influence-and/or-control) over whether, and how, the game features themes of sex, abuse, or mind control (what I would call "content agency," addressed with tools before play like "lines" and "veils," and tools in-play like the X-card and O-card); and possibly others. Games which offer more [I]events[/I] of agency (influence-and/or-control) over something are preferable, to me, to those which offer fewer. Conversely, those which primarily [I]falsely[/I] present situations as offering me agency (influence-and/or-control) over something are completely unacceptable, to the point of actively raising my ire, should I discover this is the case. I don't like being deceived, and doubly so with something like this where such deception is literally never required. I consider it charitable to assume that a given table will, sincerely and not falsely, offer as many events of agency (influence-and/or-control) as feasible, with a generous definition of "feasible." And, as seems relatively(?) uncontroversial, both a "(neo?)trad" game and a "narrative" game will offer all the same events of agency (influence-and/or-control) of the form(s) compatible with the former's design. However, per other posters in this thread, the form often referred to here as "player agency" (which, again, I understand to be influence-and/or-control over the goals and parameters of play) is not only absent, but [I]desirably[/I] absent from such "(neo?)trad" gaming. These other posters are in fact gratified by the fact that events of the player-agency (influence-and/or-control) form are [I]not[/I] present--ever, if possible. Hence, "narrative" games offer all the same character agency (influence-and/or-control over) events as "(neo?)trad" games, but they also offer a further, additional set of events of player agency (influence-and/or-control.) What other term should be used, then, but to say that the former offers more agency (influence-and/or-control) than the latter--both in terms of individual events (since player-agency, influence-and/or-control, events can occur in the former but not the latter) and in terms of general forms (since the payer-agency, influence-and/or-control, form is present in the former but not in the latter.) This is not, at all, to say that it is [I]universally[/I] better to offer more forms of agency (influence-and/or-control) than fewer, nor that it is universally better to offer more agency (influence-and/or-control) events than to offer fewer. I enjoy FFXIV, for example, which has essentially no player-agency (influence-and/or-control) at all, and sharply limited character-agency (influence-and/or-control). They felt love. But they weren't in a loving relationship. They simply--mistakenly--believed that they were. And [I]that[/I] is what is actually analogous here. It's why your example player felt betrayed when they realized that their feeling of agency (influence-and/or-control) did not actually correspond to the reality of the situation. Why it stripped their past experiences of value when they learned that nothing they chose actually had any influence upon or control over the results; those results were always spindled, folded, or mutilated into being whatever the GM wanted them to be. They just were very good at faking the appearance of such influence-and/or-control. Just as, sadly, many people IRL are very good at faking expressions of love--and thus there are quite a few one-sided relationships, where one person is using another. A person doesn't feel betrayed because they have a crush and then, later on, realize that that was just infatuation and not actually love. People [I]absolutely do[/I] feel betrayed when they expressed love [I]and thought someone reciprocated it[/I], only to later find that that reciprocation was false. They still felt the love they felt for someone else--but the relationship was not there, even though they (at the time) believed it was. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is player agency to you?
Top