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Thread: What is Player Agency?
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2017-11-07, 03:06 PM (ISO 8601)
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Re: What is Player Agency?
Well, yes. I'm a fan of people doing what they like. Lots of people clearly like low agency games, as evidenced by sales of Adventure Paths and module series going all the way back to DragonLance.
The only issue I see is dishonesty about it.
Which means you're primarily prepping a world/situation, with some ideas for a plot. Compare that to something like Dragonlance again, where you've got a series of encounters and not a ton of stuff outside of that linear path. It also depends on how far ahead you write your "plot".
What I've found in many times, both in my own playing and with others, is that it seems like people are less willing to abandon their prep than they often think, and so will subtly guide people towards it, even if not consciously so. If a player asks if a certain thing is possible, and it's not what you planned, and there's even a semi-legitimate reason to say no, it's really easy to say "yeah, that won't work" (or the equivalent) even without thinking "oh, I have to railroad them towards what I planned"."Gosh 2D8HP, you are so very correct (and also good looking)"
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2017-11-07, 04:41 PM (ISO 8601)
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Re: What is Player Agency?
I wouldn't quite say that. I plan similar to Dragonlance (with a little bit more outside planning), but then if/when things move beyond what is planned you go with improvisation. Rather than waste my time planning around every single contingency or going slack with complete improv I plan based around the most likely course of events within the plot and then if things go sideways from that then I use other methods including sandboxing (which is greatly helped by previous plots which went sideways) and improvisation (which is greatly helped by having a defined and consistent world). I write a plot not because characters have to stick to it but rather because it helps provide a defined starting point to base the other aspects on. I love adventure paths not because they restrict the amount of agency but rather because they provide an alternate universe version of what would have happened if you hadn't taken that agency, if everything had gone according to plan. It's rather rare that things stick with them but it provides more fuel for the creative fires.
But that's just the way I do things, I don't expect it to work for everyone.Firm opponent of the one true path
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2017-11-07, 05:08 PM (ISO 8601)
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Re: What is Player Agency?
Very true, albeit orthogonal to what I was talking about.
I was instructing Darth Ultron on why Improv DMing is not "random" and does have the potential for player agency (his ignorant contention was that Improv had no information). Whether it is a railroad, a standard campaign, or a sandbox, improv DMing allows the DM to have access to more information despite having less in the way of written notes. Consider the difference between a written list of the first 20 fibonacci numbers, and a written formula for the fibonacci function.Last edited by OldTrees1; 2017-11-07 at 05:09 PM.
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2017-11-07, 05:10 PM (ISO 8601)
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2017-11-07, 05:15 PM (ISO 8601)
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It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2017-11-07, 05:36 PM (ISO 8601)
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Re: What is Player Agency?
Mind you, nothing says that the prepwork for "regular" DMing can't be that sort of rules-of-the-world based prep. Improv is distinct because it requires you to have a good grasp of said rules to be coherent, whereas "regular" DMing can be coherent ecen of saod rules aren't made clear. See also: Adventure Paths that have a clear structure and logical progression that don't offer significant guidance for what happens if the players do something unexpected.
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2017-11-07, 05:41 PM (ISO 8601)
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Re: What is Player Agency?
As a player I consider player agency sacred. As a player it is my right to affect the world around me as I see fit.
What this means is:
- I make my own in character decisions
- Once I use a feature or use an action, I expect the feature or action, when used again, to have a consistent and similar effect (or in short: magic A = magic A)
- metagaming will happen considering in universe logical knowledge. Example: myths about monsters do exist: vampires suck blood, werewolves change on a full moon, witches be bitches.
As a player, player agency is what separates a TTRPG from a live reading from a novel, and IMO the very core of playing a game. It. Is. ESSENTIAL!
However,
- none of the above rules are absolutes (only a Sith deals in absolutes)
- For instance, if my character is being mind controlled, I should be expected to follow the DM's guidelines
- the fact that I am not limited in my actions to take, does not excuse me from its consequences
- I expect logic to be followed. this is best expressed in the subject of verisimilitude. Realism has no place whatsoever in a game with flying giant fire breathing lizards and frail robe wearing squishies throwing balls of fire around.
As a DM, however, my chief goal is to tell a story. This story is told in a collaborating fashion, but with me controlling not the tiny speck of dust that is a PeeCee, but all of those motes of dust that make up the entire game world I expect my players to at the very least work with me.
This means:
- Thou shalt not break the story so that it cannot be told anymore. Thou shalt act reasonable.
- What is fair and what is not is my domain
- ANYTHING used or done by the players is fair game to be used by me. Turnabout IS fair play.
Player agency, according to my inner DM, is the player's illusion that they are laying the railroad you are leading them on. When you DM right your players shouldn't notice the tracks at all, even if they are only following the script.
with the following caveats:
[list][*]I will share details on the story in advance. This will not only allow you the player to see what s/he can expect form me, but also make clear (as much as possible) what I will be expecting from him/her[*]if I will adjust things to make them more fair, please trust me on doing so with caution and after talking to you. [*]If you as a player feel you are being treated unfairly by me, tell me and we will work it out. Act like a grown-up and don't go whining on some forum looking for a build to wreck my **** to 'show me what is what'
The above views may seem highly paradoxical, but imo, when done right by both sides, make for a great game.Warlock Poetry?
Or ways to use me in game?
Better grab a drink...
Currently ruining Strahd's day - Avatar by the Outstanding Smuchsmuch
First Ordained Jr. Tormlet by LoyalPaladin
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2017-11-07, 05:45 PM (ISO 8601)
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Re: What is Player Agency?
Which may or may not be true, but it's not a very fruitfull observation, because it is the scenario designer and the game holder who actually provide any and all player agency in the game.
Originally Posted by Lorsa
So I have taken to crafting my games in a vacuum. The thing is that while I've been doing this, I've noticed it's significantly improved my game holding skills. Why? Because by minimizing assumptions of player preference I'm forced to consider wider range of possible actions and design elements.
Tailoring a game to your audience isn't a bad idea, but a lot of GMs plainly do it wrong. That is, they have laser-like focus on their one group and get increasingly trapped in that one box. To the point that they can't deal with any other group or sort of players.
Hence, I hold that the ability to design and evaluate things "in a vacuum" is not just usefull, it is vital for long-term success as a GM and for long-term health of the hobby.
Originally Posted by Lorsa
Note that even if X, Y and Z vary in more than appearance, causing a diverging scenario structure, the game still counts as "low agency" under my rule of thumb where "a game is low agency if valid moves at each turn can be counted on one hand".
The character created still does not factor into this. A player creating a character in such a way as to make a scenario foregone conclusion is not them eliminating their agency, it's them exercising it.
Once again: if it's you who makes it and you who enforces it, based on your preferences, then it is you who is the acting agent. You leaving yourself a choice is not the same as there being no choice.
Originally Posted by Lorsa
Originally Posted by Lorsa
Originally Posted by Lorsa
But this useless race to the bottom when counting player agency, because I don't need to force any player to play such a character. Again, if the player chooses to do so, they're not eliminating their agency, they are exercising it. If they feel railroaded because of their own way of making choices, that's a "stop hitting yourself" scenario.
Originally Posted by Lorsa
Originally Posted by Lorsa
Originally Posted by Lorsa
Originally Posted by Lorsa
Originally Posted by Lorsa
Originally Posted by Lorsa
This, too, is a form of trying to eat your cake and save it too. It's a common trait in humans, for them to make a rope out of conflicting desires and feelings and then hang themselves on it. Which is actually a prime reason why I try to keep player feelings and desires out of the definition of player agency, and many other terms.
Originally Posted by Lorsa
For 2), leaving the table is always possible, but it's not an equivalent action. Think of the difference of killing your character in a roguelike computer game, versus just taking off and leaving the program running there. One of these acts ends the game, another only ends player's involvement in the game. The player doesn't actually feel they're out untill their play piece, in tabletop roleplaying games a character, is also out.
For 3), you need to unpack your assumptions of what is "correct portrayal of a character" and "minor consequences". For example, the cleric's suicide was perfectly character appropriate: they had just suffered a string of humiliating defeats, lost a fortune and got into massive debt. The consequences of said debt cast a shadow over all their immediate associates. This is the sort of stuff which drives people into murder-suicides in real life; that's what made it so brilliant.
Just because I also happen to know the player's metagame motive doesn't make the character action any less valid."It's the fate of all things under the sky,
to grow old and wither and die."
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2017-11-07, 05:46 PM (ISO 8601)
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Re: What is Player Agency?
And taken from there when you have the formula, not only can you extent it onwards, but if you can get a general form you can also theoretically fill in the gaps.
I don't know if there's any use for the Fibs (other than finding that after 19.37 years you have 5000 rabbits)*.
But for Factorials as you expand what you know into new regions there are some very interesting consequences (which I don't understand, if I did I'd be a millionaire)
*Spoiler
There are multiple ways you could extend it the Fibonacci, that allow it to deal with unexpected questions.
E.g. with a step shape (representing a breeding season)
total population collapse (going to seed/bulbs over the winter)
smoothly and analytic
a combination of the above
overshooting then being brought down
In theory "Anything can happen", between the gaps. However somethings are more sensible than others and make much better choices. And that seems familiar...
Last edited by jayem; 2017-11-07 at 05:50 PM.
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2017-11-07, 08:29 PM (ISO 8601)
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Re: What is Player Agency?
Guess I'll never understand the random stuff you put out.
A Lazy Casual DM scribes some random stuff down and your like in Awe and say ''Best Adventure 4-Ever!", but I guess you just have very low standards.
But a DM that takes like an ''Eon'' of time as you would say to prepare something is all ways ''wrong'' in your odd view. Maybe your just jealous or envious of a DM that can take time to do anything as you yourself can't?
Because it is Railroading the Game. And Worse, it is the Jerk Players Railroading the DM.
Like really, say NPC Zom only had a dagger on Monday...then when the player characters see npc Zom on Firday he has a swrod and dagger. You'd go all crazy and say ''he can't have a sword, keep the FACTS consistent DM, he has a dagger 4EVER!".
See, that makes no sense.
Looks good to me.
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2017-11-07, 08:46 PM (ISO 8601)
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Re: What is Player Agency?
Bwahaha
Since I have not put out any "random" stuff, you are admitting you will never understand anything of importance in these threads. I am glad to hear to recognizing that. But if you recognize you will never understand these topics, why do you keep coming back to display your ignorance?
Each time you throw together some strawman (like "A Lazy Casual DM") it just continues to discredit you in front of everyone. But I guess my standards for intelligent discussion must simply be too high for you to reach.
As for the "Eon DMs" (Really? Another strawman?). You are the only one that criticized them. I was merely pointing out games run by improv DMs do have enough information for player agency. Pointing out where you are wrong is not the same as agreeing with you.
Ah Ah Ah! You don't get to misrepresent the situation.
Are you defending the DM randomly, on a whim, for no reason, changing the dagger mid combat into a sword?
Or are you defending the DM deciding, that based on the situation, Zom would have started carrying a sword?
Are you suggesting Darth Ultron likes Random Nonsense OR are you agreeing with the majority in that things change based upon reason?Last edited by OldTrees1; 2017-11-07 at 09:14 PM.
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2017-11-07, 08:56 PM (ISO 8601)
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Re: What is Player Agency?
I believe I have figured out how to properly understand Darth Ultron's posts. I shall respond to them with that new understandnig.
Ah, I'm glad that you agree that your described method of Railroad DMing is incorrect, and that you actually don't create random junk, but instead listen to your players and allow them to have impact on your setting.
Good, we're making progress! Since you understand now that players are not jerks, but rather cooperating to form the game with you, it's clear that you are an excellent improv DM who does not railroad.
I'm not sure why you're limiting yourself to Zom only having a dagger, since you could definitely have him go to a store and buy a sword, but since you are afraid of being inconsistent lest you engage in randomness, that's your prerogative. We do need to work on your notion of an evolving setting.
I'm glad you agree with my points.
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2017-11-07, 09:17 PM (ISO 8601)
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Re: What is Player Agency?
"Gosh 2D8HP, you are so very correct (and also good looking)"
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2017-11-07, 10:06 PM (ISO 8601)
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Re: What is Player Agency?
Control of the game play vs control of the game reality is just a pair of sets on the Player Agency Spectrum, though. Just as Red and Blue are sets on the color spectrum.
Agency is agency, however it is used and to whatever degree.
Again, your definitions are of poor quality because they preclude the existence of any sort of middle ground between these extremes. There can be shared control of game reality, especially when the "jurisdictions" are well defined.
For example, in a recent game I was running, I had a player request that they be allowed to invent NPCs that their character had a pre-existing with whom their character would have a pre-existing relationship as described by the player upon the introduction of the character. The specific purpose of these NPCs was explicitly to exploit their assistance, but there was a strong implication that the intent was never to disavow any sense of reason (these NPCs still maintained their own personal aspirations and agenda they would not sacrifice for the PC). Rather, it was a request to grant them marginal control of Game Reality on the argument that "meeting the old friend" is a common narrative trope the players wished to exploit, yet there was no mechanical provision to allow it (these were not Cohorts or Followers).
I decided to allow the behavior while making clear to them that I was retaining my right to alter or veto any requested NPC contacts as I felt necessary, and I also made clear that I would be playing the roles of these NPCs to reign in any conflict of interest the players might have OOC.
There is no randomness here, the players had a very profound meaning and intent behind their Agency. I haven't had to deny their requests up to this point (they haven't even used it very much so far) and they haven't exploited it beyond the semblance of reason. If anything, it has helped them make reaching their goals simply more logical, practical, and attainable. They created a tool to apply to the game, asked for permission to use it, and have done so quite responsibly.
Because most players don't want to break their game. Even when they have the power to turn cheat codes on, they prefer not to do so.
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2017-11-07, 10:57 PM (ISO 8601)
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Re: What is Player Agency?
Strongly agree. As you get more experience with more players, you can evaluate your scenarios "in a vacuum" based on players and characters you know and can imagine.
And this is a good thing.
Probably because of my original school of role-playing, I usually consider it a success of understanding the character when I can easily make such choices and see the one "obvious" path.
Dear <Deity>, the room is spinning. I think I'm going to be sick.
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2017-11-08, 02:50 AM (ISO 8601)
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Re: What is Player Agency?
I told people not to engage him, but people just keep doing it.
We're really making no headway talking to DU.
That said, I'm confused at why he thinks giving the players some agency means that the DM surrenders his role as a DM. That is not at all what happens. The players still have their actions narrated at them. They still have to attempt to succeed things. They are just allowed a little more variety in ways they can approach problems, sometimes taking on situations you weren't ready for as a DM. That is when the improv must start and if you can't pull it off the game isn't going to be very satisfying.
Players having agency doesn't change the dynamic of the game, it just changes how you approach problem solving. They don't get to do things and declare to the DM what happens. That is the DM's job. That isn't something that changes. They can chose to take a different path, but they can't declare what content the game has. Like, the role of the dungeon master as the story-teller doesn't change, but they can declare what their personas do and that can affect your story in ways.
And you must let that happen otherwise you are not playing a game, you are taking people through a series of set-pieces and just having some boardgame attached to it.
Also, making orcs that are sometimes good isn't any more interesting than orcs that are always evil.
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2017-11-08, 04:29 AM (ISO 8601)
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Re: What is Player Agency?
For me, the interesting issues arise from trade-offs. It's obvious to everyone that, generally speaking, player agency is a good thing. The question is, what to do when it gets in the way of another good thing?
For example, I can't stand the kind of wish-fulfillment typical Evil campaigns are about, so I just make that clear from the beginning. I'm OK with an Evil character, as long as he accepts he will have to find his reason to work with the rest of the party or become an NPC. For me, having fun as a DM is more important than that particular kind of agency. As a player, I'd be completely OK with being denied that particular agency since I find these stories not interesting.
Similarly, I don't really like "travel and explore" stories. I'd rather introduce a geographically limited setting (a city, a kindgom, a continent), which the characters can explore pretty easily, and then create a story that's about people and factions inside that setting, rather than about exploring and discovering new parts of the world. Again, I'm perfectly aware that means I'm taking away a piece of agency from the players, but I'm also aware that it means I can provide a game with way more agency within the limits I set: once the players get to know the important people and factions, they can choose which side they want to support, they can manipulate, change or break balances...
My point is, you can't have infinite agency. To provide the biggest amount of agency you can provide, you need to make choices, which might include taking away other pieces of agency. That's where the interesting choices arise. Maybe a player is OK with having limits during character creation, as long as he's free to act within the game. Another player might be OK with being railroaded a bit towards the main plot, as long as that means he's free to create the character he wants. Another player might be OK with a sandboxy game with a weaker plot, as long as that means he can create whatever character he wants and have him pursue his personal goals.
The only illusion, in my opinion, is the idea that a perfect solution with no drawbacks for anyone exists.Last edited by Cozzer; 2017-11-08 at 04:30 AM.
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2017-11-08, 05:31 AM (ISO 8601)
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Re: What is Player Agency?
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2017-11-08, 05:51 AM (ISO 8601)
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Re: What is Player Agency?
I guess it is only fruitful then insofar as it helps us understand that while one side is the one providing PA, the other side is the one who will be most bothered by its absence.
I must admit I have never run a convention game. Actually, going to conventions have always frightened me to some degree so I have largely avoided it, even if a part of me would have liked to go there and be a player.
I have hosted game for different players though, so I certainly understand the pitfall of only ever running games for the same people.
Evaluating things in a vacuum is definitely useful. I can't argue with that. But I could make a similar argument for being able to evaluate and design things for a specific group is also vital. They are both skills a GM should have, or so I believe.
So at this point it is perhaps safe to say that I am looking for both the ability to influence the outcome of the game by making choices, with a preference for very high agency, as well as complexity in the choices presented (high game difficulty)?
Well, as we've established we are approaching this from a different set of sequences. You are correct that for every possible scenario, there is at least one character that will go through it in a predictable way.
Obviously if you have created the scenario first then it is not the fault of the scenario designer.
However, I still posit that if a GM looks at the character and then creates just that scenario, where the character will go through it predictably (quite possibly with the intent of railroading under the guise of providing agency), then the fault should not be with the player. This can be evaluated over multiple games, where at the start of the next game, the player makes a very different character but the GM again constructs a scenario with a foregone conclusion based on the character in question.
I know you might think I am trying to shift blame, but if this happens on multiple occasions, can the fault really lie with the player?
Which leads us back then to that only measuring player agency is not sufficient to find out if a game would be to my preference. In some sense, I sound like a high-maintenance player (and probably might be which is why I tend to be the GM instead).
Fair enough. Again, I might be a high-maintenance player (I don't know as I've never GMed for myself), even though I consider myself fairly easy-going and rarely complain much (though there is a difference between being satisfied and not complaining).
True enough. The responsibility is shared. That's a general truth for most roleplaying games. However, there is a sliding scale here too, so that even if I did have an influence on the outcome in the case of post-character scenario design, I still believe the GM has more. And, as I am apparently a hard player to please, I would like to be on the higher end of the player influence spectrum.
Oh, I am. Although I've heard that disillusioned idealists make the hardest cynics, so we'll see what the future holds.
Unfortunately for me, we can not make the conclusion as I too engage in a blame-shifting game towards the GM for my perceived lack of agency, I must be intelligent.
Ok so, these people achieve a feeling of having affected the game if there are multiple choices, with one of them being their "preferred perfect choice", even if it should be evident to any third party observer that the GM would have known far in advance that this is exactly where the game would end up? Basically, they will happily follow a railroad, as long as it is directed correctly and have the illusion of alternative choices?
Whereas I achieve a feeling of having affected the game if there are multiple choices which are preferred (or none are preferred), and as such the GM wouldn't be able to predict my answer. Basically, I can be dissatisfied even with the presence of real choices and upset even if I am technically railroading myself.
The way I view the player, which may be an unfair characterization mind you, is that their behavior will lead to a lack of challenge in running the game for them. All I have to do, seemingly at least, is to describe a surrounding and then wait for them to follow their instinct for "what would be fun" and let them suffer the consequences thereof. It seems as though there wouldn't really be much for me to do as a GM, and I could run the whole game on pure improvisation alone. Even as a GM I like to be challenged, and this seems like it wouldn't be.
Alright, I get it. I had one player once who felt that the best ending for the campaign was to have his character die in a blaze of glory. I suppose it gives a better feeling of closure.
You are correct and as I was writing my response I was thinking if I should include a point that there do exist strings of circumstances which may lead people to commit suicide. That much we know from psychology and sociology.
My assumption was based on that the player merely wanted to find an easy meta-game out for unwanted consequences they had caused themselves, and used the suicide as an excuse for that. It is hard to evaluate properly without the full game history.
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2017-11-08, 05:55 AM (ISO 8601)
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Re: What is Player Agency?
One thing that seems to always go hand-in-hand with agency trade-offs is the idea of decision paralysis. That is to say, there's some component of agency which is made available to a player but in such a way that rather than feeling like it empowers them, it creates the opposite sensation of actually removing power by giving too much. A silly example is, e.g., 'the king suddenly abdicates leaving you in charge, what do you do?'. A player who is faced with that out of the blue has the difficulty that maybe up until that point they've mostly thought of what they want or what their character wants in very different terms - 'I want to get rich (by acquiring wealth bit by bit)' or 'I want to fight injustice (by reforming the system one corrupt person at a time)'. So when the scale suddenly changes, the power that becomes available doesn't actually feel like it belongs to that character properly.
So an interesting question then is, how much agency can you actually load into someone under the constraint that they always should feel like it actually belongs to them, and what techniques can be used to push that limit? Or to put it another way, how do you make players feel comfortable controlling things which are significantly larger in scope than what they're used to?
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2017-11-08, 06:43 AM (ISO 8601)
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Re: What is Player Agency?
Excellent point, and of course it depends on what the player wanted to do in their game and with their character. If they made it part of their backstory that they were in line for the throne and were pursuing succession to the throne as a long term objective, then this is just advancing their timeline.
But if I were caught in this scenario, my instinct would be to organically scale back the agency. "Phenomenal cosmic power, itty bitty living space." Being King is not necessarily easy or full of agency. I view Agency like currency. Having a lot of it often means having to do a lot more work managing it.
For example, the very first night as King, say some two-bit assassin tries to kill the PC, hinting at the fact that there are countless, nameless, faceless individuals who will try to kill you just because it would could perpetuate the process of replacing the King, which paralyzes the state as it tries to make the necessary adjustments to the change in leadership, causing it to overlook conduct that it might otherwise arrest. Or maybe the assassin was hired by a noble or royal counselor who wants to keep the head of state changing because they function as ruler while the royal line is busy playing musical thrones.
In a less direct threat upon the crown, have all the neighboring countries insist upon meeting and familiarizing themselves with this new head of state. Make sure their demands are reasonable enough to believe, but totally unacceptable (hopefully to every other country involved). Make sure there is a visceral threat of a loss of trade relations, an increase in cost, an iron wall border preventing travel through neighboring lands, or even outright war if the newly minted King doesn't play ball.
Mix these first two recommendations to throw in international subterfuge with foreign spies, saboteurs, and assassins who might target the King's few trustworthy and loyal serfs just to undermine their bargaining position against foreign diplomats.
Besides the assassination attempts, include also the internal threats of the nobles, knights, and other local lords and peasants who sincerely beseech the King for aid, both the individuals with valid and invalid claims and frivolous suits. The King holds the country's treasury and people will constantly be seeking subsidies to support themselves. Even if everyone in the Kingdom has a valid claim to aid, the treasury can't afford to help everyone as they need.
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2017-11-08, 08:21 AM (ISO 8601)
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Re: What is Player Agency?
Sadly, I do understand you...I just don't like you.
You all ways toss out ''strawman'' or your other Everyone Words in every post, guess it is just your Defense Mechanism: You say your special word and retreat to a safe place.
And, I know you might not remember, as it was ''an eon'' ago (or to us normal adult folks like ''one page'') that you yourself was the one complaining that you can't take an ''eon to prep for a game''...
The above questions misrepresent themselves.
Well, this is true...except the Railraoad part, as I definitely do that. I'd say it is DM Agency, but all in the Everyone Collective would cry Railroading.
Never said all players are jerks...there are good and bad and neutral players. I am a excellent improv DM that can make an adventure out of nothing at all.....though I'm also improving them along a railroad too.
The Everyone Collective has put forth the idea that ''once a DM establishes a fact, it can never be changed''. This is an example of how utterly stupid that idea is.
But lets try another one: On June 1st the DM says ''King Bom has one son: Prince Humperdink". Now the Everyone Collective will pound their little feet and say THAT can never be changed. But the rest of us normal people can accept the ''sudden'' idea of ''oh, King Bom has a unknown daughter too that he previously kept hidden."
But did you not just say exactly what I'm talking about?
Say the players have their characters watch Zom for a whole ''game hour'' as he drinks in a tavern on Monday. And they see he only has a dagger. So the stupid game controlling whining players will say ''hehe, lets rob Zom as he only has a dagger''. Then on Tuesday they break into Zom's house...and Zom fights them off with a long sword. And this is when the players break down and cry about how the DM changed things and denied them their player agency.
Except in the normal game players only effect the game play, they do not control it.
Ok, well this is all Game Zero stuff....so it does not really count during the game. And your doing it the normal way anyway: the player is asking for something and your saying ''yes, but'' AND keeping full control.
Odd, guess you must only know a very small circle of saints. At least half of normal people can and will cheat to varying degrees if they can get away with it. Even good people can get Tempted By the Dark Side. And this is why society has laws and games have rules.
So your saying that having Player Agency is exactly like a normal game....so, in other words, it does not exist? Like when any game has just normal game play...the players have player agency. Seems like a bit of a run around...but ok.
But then you toss in the classic DM hate of doing things the poor DM was not ready for....and really that just seems like a jerk move. So now your saying player agency is when the players go out of their way to show their hatred for the DM by doing something they don't expect and going ''ha, take that stupid DM''. So now your saying that Player Agency is being a Jerk.
Like every time any event happen in the game, the players just sit on the edge of their seat and say ''hehe, how can we mess with and upset the stupid DM"? What kind of game is that? When the player is all ways coming up with a stupid third option only to attack the DM with it, then that player is a Jerk.
Not everything is interesting to everyone.
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2017-11-08, 08:28 AM (ISO 8601)
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Re: What is Player Agency?
A silly example is, e.g., 'the king suddenly abdicates leaving you in charge, what do you do?'.
(Obiviously, you don't want the players to feel like they're being railroaded during the first half of a campaign, which is why you give them agency to solve smaller-scale conflicts while you estabilish bigger-scale conflicts they can't solve yet, which ties nicely into the way PCs get stronger).
So yeah, a "the king suddenly abdicates" moment can definitely occur, but it needs to occur after the players have learned of, like, the three biggest menaces to the kingdom and have a few ideas on how they could be dealt with.
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2017-11-08, 08:36 AM (ISO 8601)
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- Feb 2013
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- Sweden
Re: What is Player Agency?
I guess that is an issue which complicates what might otherwise seem as such an easy thing; that we value different forms of PA.
I guess you will know what my answer to your questions is already; you tailor the game to the players in a way that grants them the type of agency they are interested in.
So for you, I will simply make an adventure with a clearly defined problem without any thought as to what character you will have. Then it is up to you to interact and try to solve this problem in which ever way you desire based on your character's capabilities and the given game rules. Did I understand your preferences correctly?
I believe it is difficult if not to write but to run a module without railroading. At least that has been the case for the modules I've read. There are just too many points where I think "hmmm, if the characters do this instead, the whole module ends here".
You are right though, I think, that GM skill factors heavily into this equation.
You don't think it is too easy to end up with the problem of the GM writing a campaign based primarily on adventure hooks a Good character would be attracted to only to find you bringing an Evil character into it and thus invalidating all the hard work?
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2017-11-08, 08:45 AM (ISO 8601)
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Re: What is Player Agency?
You're not far off here, but the idea is that the DM in most games don't have their plots frigid and easily upset by the players. The idea is that the DM prepares his scenarios with the players input in mind, so that you can more easily adapt to having wrenches thrown into the plot and build on what they've done to upset it. They aren't being jerk players by doing this, they are trying to test the extent of what their "Choices & Consequences" reach to impact your game.
This can be pretty huge.
Don't worry, I meant it isn't inherently more interesting, either one can be made interesting, but usually it takes more than just changing one aspect of something.
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2017-11-08, 09:28 AM (ISO 8601)
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- May 2016
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- The Lakes
Re: What is Player Agency?
As far as I can tell, he thinks only in binaries and absolutes -- EITHER the GM is "in control", OR the players are "in control".
Or course the whole obsession over "control" and power also reveals some rather disturbing possibilities.
That's actually a bit how some video game "RPGs" work, sadly -- fight, cutscene, fight, cutscene, etc.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2017-11-08, 09:43 AM (ISO 8601)
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- Feb 2013
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- Sweden
Re: What is Player Agency?
The Monster's Manual.
What you've missed is that this alignment discussion is completely pointless and has nothing at all to do with the original arguments or their points.
It is at best a failure of understand by you how it is not important, and at worst an obfuscation attempt in order to avoid the real issue.
The argument I was making was that you should (or could), make two sides different from each other, so that working for one will provide different adventures and different a different game than the other.
You seem to be arguing from a side of "no, the two sides the players choose from should always be identical and give the exact same outcome because I really want to deny my players any chance of having an impact on their game".
Hell, even two normal equally moral grey human nobles could (or would probably) have different types of land and different types of economy. So working for one side would involve protecting valuable mines from intruders whereas the other would involve protecting farms. Or whatever difference you want. Two sides being absolutely equal except for the color of their tabards is just cartoonish.
Forget the moral stuff and focus on the discussion we are having; there is no reason at all why two sides should be identical and that working for them would result in identical adventures.
Except, apparently, that everyone has the same culture.
Glad we established that.
Unless your world is just One shade of grey, even in a grey world, no group is just as likely to betray the characters as any other group. People are DIFFERENT, some are more loyal than others. That's the thing with shades of grey. Some people are more loyal than others. And if the players happen to work for a more loyal person, the outcome in the game should be different compared to if they worked for someone who is disloyal.
Do you agree with that or do you think that both all people are equally likely to do any action always?
Except your example has a problem in that it is not, in fact, good to imprison someone whom have acted on your orders just because you intentionally didn't give them a writ only so that you could later imprison them. It's not a good act by any measure.
Using one example to highlight how a game could be different depending on the choices made is perfectly valid as it invalidates the argument that "no the game is always identical no matter what the players choose". The only counter argument is "I don't care about established NPC personality or verisimilitude or anything, I would never let the players make any choices that turn out to have meaning and the whole game is solely run based on my whim".
Sure, but this Grey Game discussion is really not the point of the Agency discussion. It's an unimportant sidetrack.
Either something is very possible and does randomly just happen OR it is rather unlikely and would never randomly just happen. You can't both have your cake and eat it. Choose what you want to argue for.
So how often has it happened in your games that a Storm Giant with Greater invisibility has cast Lightning bolt on the enemies of your players? Ten times? A hundred? Exactly how common is this? Since you say it is "very possible", it must have happened more than once and certainly along the lines of 10% of the time.
Yeah, but which action? How can I select which action to take if I have no possibility to judge which is most likely to lead to success? Based on your "anything might happen" argument, I could either 1) Hit with my weapon, 2) Whistle a lovely tune or 3) Do the Hokey-Pokey and regardless of which way I go, anything might happen. So my enemy might take damage or they may not.
Either actions are divorced from their consequences or there is a link. Which way do you run your games?
In my games, hitting an enemy with a weapon is more likely to kill them than whistling. Your preferences can be different, but then you really shouldn't be in a discussion about player agency because your whole premiss is "I don't allow it".
No it can't. I can't be the president of USA, I can't survive standing in the middle of nuclear bomb explosion, I can't upload my consciousness to a computer. There are plenty of things that can't happen. It has never been, nor ever will be, "anything can happen". That's not how Real Life works.
Except that those details are really important, and can make the difference between life or death.
But they will do different something.
As I said above, it's not a thing they do if the crimes are ones they've ordered themselves! That's not part of the idea of "good", even if it is a Grey Game without an alignment system. But this is a tangent also and we should drop this discussion as it has very little to do with the point that players making choices can affect the game in meaningful ways.
Does that mean that if all of us suddenly started to agree with you, you would change your opinion?
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2017-11-08, 09:53 AM (ISO 8601)
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- Sep 2009
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Re: What is Player Agency?
Maybe, maybe not, but the scenario designer and game holder being bothered tends to have better returns.
Sounds about right.
To be honest, I'm not sure if I am correct. "For every imaginable scenario, there it at least one character that will go through it in a wholly predictable way" sounds right, but I'm not sure if it actually holds up to rigorous examination. However, the reasons for my skepticism lie in pretty deep waters that are pretty far removed from the topic of this thread.
Yes. As I said earlier, the responsibility and hence share of the fault/blame always lies on the player in these kind of scenarios. It also lies on the GM, but it takes a minimum of two people to dance this tango.
It's actually fairly easy to start dancing it accidentally if the GM takes the concept of tailoring their scenarios to their players too close to heart and implements it dumbly. That is, the GM creates these scenarios which are a foregone conclusions given the character, out of the goodness of their heart, because they believe that's what it means to make your scenario based on the character, and they believe that's what the player wants. (Darth_Ultron is sort of a perverse inversion of this mindset; what I'm describing is more or less what Darth_Ultron defines as "player controlled" game.)
Generally speaking, the scenario designer and the game holder have more agency, more influence and just plain more everything as pertains to the game, than your average player. Not arguing against you on that point.
Correlation sadly does not equal causation.
Yes, in the same dubious way a person who wants to get to Town X by walking might be happy to get to town X via train if you somehow can fool them into thinking they walked. What I'm trying to get to here is that for most of these players, real agency must be present for them to feel like they have it, despite the fact that they use it in a wholly predictable way. It's the married guy grooming himself to look good before all the single ladies because "they like to keep their options open", despite the fact that every night he goes back to his wife like the dog he is and never explores any of them.
If they ever find the alternatives were illusory, such as the married guy finding out all the single ladies were just pretending to laugh on his expense, they will be sad. A little rational Devil in your head will keep telling you that it shouldn't matter, but it does anyway.
That seems to be the case, yes.
That's actually a pretty fair description of how a game with these sorts of players tends to go. The GM can often play reactive, or even remain as a fairly neutral spectator, as the Happy Fun Ball bounces up, down, up, down. So if your enjoyment of the game as GM is reliant on you having a lot of things to do, it is not a surprise if it isn't your cup of tea.
It's usually fairly easy to evaluate on the spot, though. The important thing is that if a player can pursue an out-of-character goal via in-character action without breaking character or rules of the game, that's not a problem. If anything, it's sign of player skill. (I wouldn't even call it metagaming in all cases, as I consider pursuit of player goals for the game to just be part of the game, even if player goals differ from their character's goals.)
Character suicide is just one of many possible game moves that can be used as a "metagame out" of a tricky situation. All of these make me narrow my eyes in a wordless "I see what you did there", but not all of them are something to work against either as a player or as a Gm."It's the fate of all things under the sky,
to grow old and wither and die."
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2017-11-08, 09:54 AM (ISO 8601)
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- Apr 2015
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Re: What is Player Agency?
In my game they do control it. By proxy through my DMing, to be sure, but that's what I mean by "sharing creative control." It's not just handing it over without retaining some measure of veto power. That would be an interestingly different style of play to actually have to adapt to literally anything the other players introduced into the story.
But that wasn't what I was suggesting ought to be done at all to begin with. What I mean is that when a Player asks for something to happen in the game and the DM acquiesces, that is the function of Player Agency, both the kind that occurs In Character and Out Of Character. They are using creative liberties to alter the course of the game.
I don't think ANY player should be considered to possess the right to operate unilaterally on creative liberties. Even the DM is supposed to be trying to help everyone have the maximum amount of corporate fun.
You're doing that thing again where you utilize meaningless (and usually misleading) definitions. "Game Zero" has no definition in this context and the statement doesn't really express anything.
But I suppose the best I could do is suggest to you that Game Zero "stuff" can and should be able to alter the live game scenario at any moment as necessary. That is part of DM and Player Agency.
I am saying "yes, but" because THAT is the definition of Improv. I can release a portion of my control to the player without losing all control of the entire game. That is the spectrum you have been ignoring in favor of a strange bias to binary "tyrannical dictatorship or meaningless anarchy."
Well, I certainly don't normally play with strangers, that is true. I typically don't play with people I don't trust, or at least I don't play any games where I actually care much about the game. I would happily play a stupid dungeon crawl with even the world's biggest munchkins, because who cares if they crap all over it? It was unlikely to matter outside the play session anyway and I save my game time for games that I can care about even in my off hours, thinking about it at work and developing more content for those games as a side hobby.
I just don't normally bother even playing at all with people I don't have a decent amount of trust with, and the few times I do I just reduce my expectations where it really doesn't waste much if the whole thing does go sideways.
So yeah, when my groups ask for more Player Agency than normally allowed, I will trust and verify, checking why they want it, what they want it for, and whether I feel like I can honor the use of that agency later in good spirit. I also try to construct rules and limitations for these bonuses to Agency to close loopholes and help the player disincentivize abuses of the newly granted power so they can cooperate in good faith as well.
So close, yet so far.
"Having Player Agency is exactly like anormalconventional game....so, in other words, player agency is an essential component of 'normal, classic' games. Like when any game has just normal game play...the players have player agency."
This is why Railroading tends to be badwrongfun. It denies Player Agency, which is *supposed* to be there, taking something out of the game that was both intended by the game creators and expected by the game players. Player Agency is intrinsic to "normal" games and it lives on a sliding scale to be turned up or down to suit group preference. No one in the group should be adjusting the scale unilaterally in direct opposition to cooperative fun.
When the Players ratchet up the Player Agency without permission, they are hijacking the story. Not inherently wrong to do, but more than likely at least a little rude to not convince the DM to cooperate first. When the DM ratchets down the Player Agency without permission, they are Railroading the party (to some degree). Having the technical authority to take Player Agency away does not make it any less wrong to do this without permission from the players.
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2017-11-08, 10:08 AM (ISO 8601)
- Join Date
- Dec 2010
Re: What is Player Agency?
So if we start to collect a list of things to enable higher agency tolerance:
- Keep them busy/distract them
- Ease them into it
I think another major group of techniques involves appropriate use of abstraction. That is to say, if you have a bunch of kingdom building rules you can muck around with that turn things into numbers, that gives a way to understand what exactly your newfound power actually means. If the abstraction layer is something that can be removed or fuzzed out once running things at that level feels normal, even better.