My dream would be to give the fighter stances. Some of those stances could affect the narrative. Take the 4e fighter mark ability, turn it into a stance, and boost it up a little and it would make a good ability. Call it, intimidation stance. If the same fighter also had another stance, he would need to choose which he would activate at any time (ie which fighting style he was using against his enemies). If we switch to another stance, the "marked" enemies wouldn't be marked anymore and he'd have another effect going on. It seemed like a much smoother and easier system than say 4e encounter powers or the micro management of feats.
But that's all really stuff for another thread I think. A thread on where to house martial narrative options.
Again, I don't see that as a "narrative control option", but a different ability for the fighter which he uses to resolve challenges within the narrative.
But what do you do when the player-supplied narration conflict with the world-building?
- I grab a flowerpot from the windowsill and drop it on his head.
- But this is an ascetic monastery without decorations -they dont have flowerpots.
- But I paid a point to change the narrative, so now I want them to have flowerpots!
It can be a loose brick in the windowsill. You paid a point to have a small, heavy object you can drop down on the climbing target. Of course, once we introduce the ability of the player to unilaterally alter the scenery, we have some questions to answer:
- is it infallible (I spend a point and get a flowerpot) or fallible (I spend a point and get to roll for the flowerpot to exist)?
- is it fully player controlled, or can the GM intervene (for example, can the GM spend a "No Point" and cancel out that flowerpot; can he state that there are no such objects in the room based on the backstory - it's a well maintained prison cell, so no decorations, loose bricks, etc.)
- how far does it extend? A flower pot? No, I want a cauldron of boiling oil to dump on that guy, so there is a bubbling deep fryer sitting right by the windowsill. Or a Thompson SMG, fully loaded. Or a pipe bomb.
- I taunt the Orcs to attack me.
- Sigh, I had hoped to keep it secret a little more, but the truth is that these Orcs are automata, fighting under a strict program, so they dont respond to taunts...
- I don't care, my power says they attack me, so they must.
This is an issue with defined powers - if I paid for a power that makes opponents attack me, then it either specifies automata are not affected or they are affected. No GM override, no matter how logical. Now, if the answer is that this power does not affect automata, my answer is that the orcs attack someone else. The player says "I used my Taunt, they should attack me", and I reply that I am aware of the taunt - the Orc still attacks the wizard. In my game, the player would start considering why his power didn't work. But that also requires some faith that the GM does not simply declare powers don't work by fiat ("this Orc is special and can't be taunted because he is immune to Jedi Mind Tricks for no reason other than I still want him to lay some hurt on the wizard").
Just like a 16 Spellcraft check on a potion failing to ID it did not result in cries of GM override, but the conclusion that the potion must carry a L2 or higher spell, since that would ID a L1 spell.
To my mind, narrative control would allow the fighter to somehow dictate that these are not automata after all, or that they have mysteriously developed some form of rudimentary sentience so, despite the immunity of automatons in general, taunt affects these ones. This would then become part of the narrative, changing the evolving storyline. This would force a GM to be much more improv-focused, as the backstory and assumptions he based the scenario around can, and will, be altered by the PC's as they exert their control over the narrative.