Namtar

The User Agency Spectrum

Nov 20, 2025

Three Modes of Design

1. Campaign-Writing (Author Control)

  • GM has predetermined story
  • Players discover what was already written
  • "I've planned everything, follow the path"
  • Traditional software: designer specifies all flows, users learn them
  • Role: Storyteller transmitting pre-formed narrative

2. Space-Making (Facilitated Emergence)

  • GM prepares situations, responds to players
  • Story emerges from interaction between preparation and choice
  • "I've created possibilities, let's see what happens"
  • Good game design: systems that afford player expression
  • Role: Facilitator enabling collaborative creation

3. Grammar-Giving (Pure Emergence)

  • Microscope: just rules, no author
  • World emerges entirely from player interaction via constraints
  • "Here's how we can build together, what shall we make?"
  • Linguistic software: primitives that compose without prescription
  • Role: Grammar provider enabling collective construction

What Changes Between Them

Campaign-Writing:

  • Information: Pre-authored, revealed progressively
  • Agency: Low - players navigate designer's intent
  • Emergence: Minimal - discovery not creation
  • Designer knows: The story, the meaning, the "right" path

Space-Making:

  • Information: Designed situations, emergent outcomes
  • Agency: Medium - players choose within prepared possibility space
  • Emergence: Bounded - improvisation within structure
  • Designer knows: The space, not what happens in it

Grammar-Giving:

  • Information: Entirely emergent from interactions
  • Agency: High - collective authorship
  • Emergence: Maximal - creation not navigation
  • Designer knows: Only the constraints, not outcomes

Why This Matters Beyond TTRPGs

Architecture:

  • Prescribed: "This is a bedroom" (single function)
  • Space-making: "This is adaptable space" (multi-use)
  • Grammar: "Here are modular walls, utilities, constraints - compose your space"

Music:

  • Prescribed: Composed symphony (perform this)
  • Space-making: Jazz standards (improvise within form)
  • Grammar: Modular synth (patch your own instrument)

Software:

  • Prescribed: Microsoft Word (learn our interface)
  • Space-making: Notion (flexible blocks you arrange)
  • Grammar: Unix pipes (compose primitives into tools)

Film:

  • Prescribed: Hollywood movie (watch this story)
  • Space-making: Documentary (captured emergence)
  • Grammar: Twitch/streaming (collective live creation)

The Deeper Pattern

It's all about the dynamics of human interaction with INFORMATION via GRAMMARS.

Campaign-writing: Information flows one direction (designer → user)
Space-making: Information flows bidirectionally (designer ↔ user)
Grammar-giving: Information flows multidirectionally (users ↔ users, mediated by grammar)

The grammar determines:

  • What can be expressed
  • How humans coordinate
  • What meanings can emerge
  • What's thinkable/doable

The designer's job shifts:

  • Campaign: Author the content
  • Space: Design the systems
  • Grammar: Provide the primitives

Why Marketing-Speak "Storytelling" Is Wrong

Marketing says: "We tell compelling stories"
Translation: Campaign-writing - we transmit our narrative

Actual storytelling in this lens:

  • Providing grammar for stories to emerge through use
  • Creating conditions where users author their own narratives
  • Enabling collective meaning-making

It's not:

  • Your brand story
  • Your product narrative
  • Your vision communicated

It's:

  • What stories become possible through your grammar
  • What narratives emerge from user interaction
  • What collective meaning forms

The Orientation Question

Direction ≠ Destination

Campaign-writing: "We're going here" (destination)
Space-making: "We're exploring this area" (bounded direction)
Grammar-giving: "We're building with these tools" (orientation without destination)

You provide ORIENTATION through:

  • Which primitives you include (what's expressible)
  • Which constraints you impose (what's bounded)
  • Which interactions you enable (what's connectable)

But NOT through:

  • Predetermined outcomes
  • Prescribed paths
  • Pre-authored content

For Software: The Practical Question

Which mode should you use?

Depends on what kind of human interaction you're enabling.

Campaign-writing works when:

  • The "right answer" is known
  • Consistency is critical (safety systems, legal compliance)
  • Users want guided experience (learning a specific skill)

Space-making works when:

  • Bounded creativity is desired
  • Professional tools (design software, DAWs)
  • Multiple valid approaches exist

Grammar-giving works when:

  • Open-ended creation is the goal
  • Collective/social construction
  • Emergence is more valuable than consistency

Most software tries to be campaign-writing when it should be space-making or grammar-giving.

The Linguistic Connection

Language itself is pure grammar-giving.

No one "designed" what English would be used for. They provided:

  • Phonemes (primitives)
  • Grammar rules (constraints)
  • Compositional logic (how primitives combine)

Then humans created:

  • Poetry, novels, jokes, philosophy, code comments, memes
  • Through collective interaction
  • With the grammar as medium

This is what humanistic computing means:
Not software that's friendly.
Software that provides linguistic substrate for human meaning-making.

Your Adventurer Game

It's grammar-giving:

  • Stats/personality = primitives
  • Affordances/actions = composition rules
  • Graves/forking = linguistic evolution mechanism
  • Emergent strategies = collective dialect formation

You're not authoring:

  • The "right" build
  • The "intended" strategy
  • The "correct" way to play

You're providing:

  • Grammar for expressing approaches to survival
  • Medium for strategies to evolve
  • Substrate for community language to emerge

The game becomes what the community makes it through interaction.

The Design Stance

Campaign-writing: "I know what's good, I'll guide you there"
Space-making: "I've prepared rich possibilities, explore them"
Grammar-giving: "Here's how we can build together, surprise me"

The deeper you go, the more:

  • Humility required (you don't know what emerges)
  • Trust in users (they'll create meaning)
  • Comfort with divergence (each experience differs)
  • Focus on primitives over outcomes

Most designers are trained for campaign-writing.
Corporate pressure pushes toward campaign-writing.
Humanistic computing requires grammar-giving.


The one-line version:
Stop authoring experiences, start providing grammars for collective meaning-making.

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