Originally Posted by
gbaji
I don't think that's the entirety of the issue though. There is the concept of player agency at build time (which, as discussed is important). But there's also player agency at play time. Considering the wand of magic missiles versus the wand of grease as a player purchase choice is one thing and certainly represents player agency and choice. But "what I choose to do with random loot" is also a major aspect as well, and ties into the concept of the GM allowing the players to come up with clever uses for such things.
It's one thing for the player to decide "my character will buy a wand of grease, since my concept for my character is all about figuring out how to use grease in clever ways". Great, right? But... I actually find things much more interesting when a player has no pre-made decision to go a certain way, or use a certain style of magic or method of resolution, but when faced with a specific situation, looks at their character sheet, notices this wand of grease he got in some random loot, and then figures out a clever way to use it.
It's also important for GMs to recognize when moments like that happen, and not just shut them down. It's just as much a violation of player agency for the GM, expecting the PC who is a blaster focused wizard to use his blaster focused magic to deal with the pirates boarding the ship, to say "I'm not going to allow you to use the wand of grease in that way", so as to force the player to "play the character based on the intended concept". And even if the GM doesn't go that far, it's also a potential violation of agency for the GM, knowing that this PC is a "blaster focused wizard" to intentionally put only wands that cast evocation spells into the loot pile, with the intention of "this is an item for that character", and never consider putting some other random, out of character thing in there.
Some of the best (and most memorable) character moments are when someone does something "out of character" because they picked up some random seeming item and decide to use it in a strange/interesting way. So it's not only just about GM rulings at the moment, but also GMs avoiding trying to "help the player with their chosen build" by tailoring item drops to just that build design. Heck. The GM may expect that the blaster wizard will choose to buy a wand of magic missiles over a wand of grease when given the choice. So why not hand out a wand of grease in a random treasure drop? Worse case, the PC ignores it and/or refuses to use it because "I ain't got much use for wand of grease". But that still sets up the potential of the awesome "just because I ain't got much use for it, doesn't mean I don't know how to" moment if/when it comes up (yes, Quigley Down Under reference there).
I guess this is kind of a side concept to the main topic here, but when putting in treasure (especially magic stuff) I will certainly keep an eye out in terms of PC needs/wants (cause hey. I'm a nice GM), but I also take into account "what items might the folks they just defeated or who's old storage shed they just pillaged have kept there". And yeah, I often put items in that have no direct combat purpose at all (or really any direct obvious purpose), but that are "useful" in other ways (utility stuff). So a pair of gloves from a dwarven forge that provide heat resistance. Makes sense, right? May or may not be super useful or something someone would wear all the time though. An Umbrella that magically blocks out light in an area (used by trolls in RQ maybe?). Well that may not be super useful, but might be... maybe... someday. These are not items I put in there with a specific purpose in mind ("you will need to use the umbrella to defend against the light beams protecting the vault door"), but just a "this is kind of a neat thing, that makes sense where you found it, and I have honestly no clue how/where/when you might find a use for it". In the same abandoned dwarven forge, they found a pair of tongs that magically increased the strength of the person when using the tongs to lift stuff. Had zero plan for how that might be useful (there was nothing in that dungeon/adventure that required it), but several adventures later, the person who kinda radomly got it as loot, found a use for it.
So I wouldn't say that directly adds to player agency, so much as allows for a greater breadth of potential player agency in the game. Certainly as regards to giving players "what they need/want". Sometimes, it is perfectly ok to hand PCs stuff that "doesn't fit" IMO. And as a side point, this is also why I'm not a huge fan of "magic marts" in game settings. I want my players to have things on their sheets that they would not have purchased or chosen if they had a direct choice, but that also don't cost them anything, and may very well be found to be useful later on. Think Roy with the bag o'critters. He would never in a million years purchase that item. But he's got it, and has actually found a couple of uses for it along the way. So I do think there's value in GMs not pidgeon holing the PCs in terms of loot either (or the PCs pidgeon holing themselves, or feeling that they need to if they don't trade/buy-for "appropriate gear")