The argument over agency is getting odd. The detractors of Story Now gaming have claimed that their players wouldn't want to have input into the fiction. The players want to inhabit their characters as if they are there. It's the GM's job to create and describe the world. Fair enough. Why then, are there arguments that Classical players have just as much, if not more agency than Story Now gamers? It seems pretty obvious that not having input over the actual fiction, other than character decisions, is less agency. And since it is not desirable for the players to be declaring actions which shape the world, what's the problem? Aren't Classical games aiming for high character agency and low player agency? If you are letting players have some control over the fiction than you are at least dabbling in Story Now, and so, I would assume, not be too opposed to Story Now advocates.
The argument that Story Now gamers actually have less agency is even stranger. It seems to come from the idea that players are being flung from one crisis to another, with no choice or room to breathe. I'm sure that if the players desired some time to explore a bazaar or share a "family" meal aboard their spaceship, it would happen. I'm sure Story Now GMs aren't anymore tyrannical than regular ones.
The other objection is the idea that multiple players having multiple goals is going to cause less agency for the players who don't get their own way. How is this any different from every other rpg out there? Players compromise and GMs assure no one player dominates the table.
Although, some of these posts are getting a little heated, I think we need to also remember that good debators ask challenging questions. It's not necessarily personal attacks, or "one true wayism."
Alright, so I haven't posted in almost 3 months. I'm pretty much in my death throes of posting thoughts on TTRPGs. But I'm going to flail out a response here before rigamortis fully sets in.
There are so many reasons why these conversations never bear out any fruit on ENWorld, but a big portion has to do with play priorities and the facts that:
a) Not all play priorities play nice with each other because...
b) Play priority
x may either subordinate (in play) or be nearly mutually exclusive to play priority
y...
c) Play priority
x's machinery may force multiply its priorities to the exclusion of priority
y.
d) When this happens, the expression of player agency inherent to play priority
y is impacted.
This is where people get annoyed, because this is a large component of The Forge's concept of incoherency. And The Forge and ideas of incoherency of game agendas/priorities gets people pissed.
But it always becomes manifest in a thread like this and should be (but my guess is I can't do it) easily conveyed when you examine a game like Moldvay Basic vs a game like Dungeon World. At the veneer level, they look to be similar fantasy games. In play, they are most definitely not.
Moldvay Basic's primary play priority is about testing a player's skill at logistics/strategic planning, puzzle solving, and using effective teamwork (in both maximizing output in Exploration Turns, parlay, and combat) to overcome the game's machinery (a complex series of obstacles + the Exploration Turn > Wandering Monster Clock > Monster Reaction synthesis) to limit dire peril in order to pull treasure out of a dangerous dungeon.
Dungeon World's primary play priority is about an endless stream of danger and peril and finding out what what kind of world and rich characters comes out of such a fray.
ALL of the game's machinery pushes towards that play priority. Yes, there is some resource management and logistics, but that component of the game is there to augment that primary play priority, not to reduce its impact (eg; dire peril and danger is coming no matter what...that is the point of play...so spend your Adventuring Gear "here" or "there", it won't reduce the game's overall danger, but it will change its present nature, shape the world, and enrich your characters and others as we find out what happens).
If you try to mash those two together?...
One of those two play priorities will invariably become subordinate to the other. They don't inherently play nice together and matters are made worse when the game's machinery supports one paradigm over the other. Imagining that they do is a big problem in these sorts of conversations.
Now some games do a better job of synthesizing those particular play priorities than others due to the cleverness of their machinery. This is one of the reasons why
Blades in the Dark has become such a hit.