The User Agency Spectrum
Nov 20, 2025Three 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.