r/rpg • u/NyOrlandhotep • 18h ago
Discussion Is player agency really that important
I've been thinking about what actually frustrates me when a GM railroads an adventure, and I think it has little to do with player agency.
I've played adventures with extremely restrictive premises and thoroughly enjoyed them. I don't mind starting a scenario already aboard a ship heading somewhere dangerous. I don't even particularly mind a GM saying, "Sorry, you can't kill this NPC. He's essential to the rest of the campaign, so he gets to survive." It's mildly disappointing, but mostly because it breaks immersion. But I can live with it.
On the other hand, two experiences have stayed with me for years.
In one, we were trying to stop some cultists from reaching a ritual site. I knew they would have to pass through a gate on their own property, so I closed it, secured it with concealed ropes, and prepared an ambush. My plan was simply to force them to stop and get out of their car then do a Godfather on them.
Instead, they drove straight through their own gate at full speed.
I wasn't particularly attached to my plan. I didn't care whether the confrontation happened at the gate or during the ritual. I certainly didn't need to win. But why on earth would someone ram their own gate, at night, with no reason to suspect an ambush? As it turns out, there was no plausible pretext. The GM simply wanted the confrontation to happened as he had planned it.
In another game, I created an idealistic young man searching for the love of his life. During our first session, he approached some young women traveling with our caravan. The GM immediately introduced a beautiful, kind, funny woman who fell madly in love with him in seconds. Problem solved. Back to the adventure.
The two situations are almost opposites. In one, the GM defeated my plan. In the other, he immediately fulfilled my character's desire. Yet both felt equally artificial.
I think what bothered me was that the NPCs weren't behaving like people inhabiting a fictional world. They were behaving like instruments for protecting the GM's intended plot.
And that raises a question about the concept of player agency.
I don't necessarily need to determine the course of the story. I don't need my character to succeed. I can enjoy discovering that certain things are impossible within the fiction. I even like replaying a scenario or adventure I played before, knowing how the plot will go, as long as I get to react in character to what is happening.
But I need to trust that the world will respond to my character's actions according to its own circumstances, rather than constantly adjusting itself to keep the adventure on track.
I would call this fictional world integrity, and I suspect I find it a more fundamental concern than player agency.
What do you think? Have you ever enjoyed a highly restrictive adventure, or found a seemingly open-ended one frustrating because the world kept bending around the GM's plans?