Player agency is, fundamentally, giving the players meaningful choices to make.
Player agency operates on several scales…
- Individual actions attempted
- Approach to the adventure’s key goals
- Selection of suitable characters
- selection of which adventure
- creation of characters for the fiction besides the PC
- natural consequences of actions taken
Individual actions - this is standard stuff. But the choices need to be at least semi-informed to be meaningful
Approach to the Key Points: let the players decide how to accomplish the goals. Again, this is standard stuff. Again, informed makes it meaningful.
Normally, character selection isn’t a meaningful choice in RPGs. But in STA, it definitely is, because of the SCC rules. Picking the right SCC for the tasks is a meaningful choice with natural consequences.
Selection of which adventure: If you prep 2, and give a “TV-schedule blurb” style precis of each, and then let the players vote… that becomes a huge level.
Selection/creation of NPCs: when players can decide who the opposition is, that’s a strong form of agency. It’s also hard to get right. One of my playtest sessions, Ben said, “I bet we’ll see him again” as a Romulan Tal Shiar agent fled (I used a whomping pile of threat to escape him)… so, next adventure, I replaced one adversary with said scenery chewing Romulan.
Finally, Natural Consequences. If a player has done something, it should matter. Tasks and approaches to goals have natural consequences immediately, but they also should have long term ones.
Keep in mind also: knowledge rolls imply backstory to fill in. If the player pulls off a Diff 5 knowledge action, they probably did some serious research in their past; let them have a durable trait about that research, but keep it narrow.