Not at all. Presumably you're imagining and contributing to the fiction - saying where your PC is moving, who it is attacking, with what, etc.
For some reason, explaining this feel painstakingly obvious to me, so I'm still not conscious of where the disconnect is.
Of course, such mechanics contribute to the narrative. I *assume* there are very few (if any at all?) mechanics that never contribute directly or indirectly the narrative.
I was asking ThirdWizard: why certain mechanics (like 1xday) *encourage* the player to announce *more* narrative (on top of the narrative already implied by stating the action itself).
Let me clarify what I mean by *more* (in this example, I believe the 1xday power was defined and/or flavored as "Trip opponent"):
1) "I trip the opponent" = (minimum?) contribution to narrative
2) "I trip the opponent with a leg sweep, bringing him crashing down to the tiles" = contributing *more* narrative
Let me clarify what I mean by *encourage*:
A) some people (hereby defined as "Storytelling Joe") are inclined to #2 for its own sake
B) most people (hereby defined as "Average Roleplaying Joe") are inclined to #1
C) Average Roleplaying Joe may do #2 with extrinsic motivation to do so
D) C (above) is usually NOT true if #1 and #2 are perceived to result in the same (mechanical or non-mechanical) outcome *from the viewpoint of Average Roleplaying Joe* (and NOT how YOU define to be a different outcome, because I don't define YOU as Average Roleplaying Joe)
E) a mechanic that *encourages* *more* narrative is one that provides the motivation that makes C to be true and D to be false
To summarize (but not to be taken out of context from the above anally obvious statements), Average Roleplaying Joe is always inclined to do #1 instead of #2 if he perceives that the outcome is the same either way (in this case, the target is prone is the outcome that's relevant to him and not the narrative process that resulted in said outcome). Or to put it another way, #1 is the easiest most efficient 'shortcut' to achieving the said outcome.
In 4e, the player of the thief who says "I use Trick Strike against X" is also contributing to the narrative - because s/he is now brining it about that her/his PC will engage, and be more likely to prevail, in a particularly showy duel with X. And subsequent play will bring this about in the fiction - eg the player will explain where her PC is shifting X to - which is part of the narrative.
As above, I agree that Trick Strike contributes to the narrative, but who has been arguing otherwise?
Maybe it's your definition of "contributes" that you're not seeing eye-to-eye with me and/ others. I'm reading it literally. Do you mean contributing to the narrative in a certain way, or just in an absolute sense?
Like if the power is "Purple Teddybear Strike". The rogue throws purple stuffed teddybears at the opponent and pushes them back 1 square. Technically, that power DOES contribute to the narrative. Before, an opponent was standing in one spot. Rogue uses Purple Teddybear Strike. Opponent is now 10 feet away from his original position. The narrative has changed, and the use of Purple Teddybear Strike contributed to that change in narrative. Did I missing some key factor here?
Well, what you see as extrapolation I see as full contextualisation. After all, page 42 is a key part of 4e's combat resolution mechanics, so even standard combat actions take place under the shadow of page 42, and feed into it. And romances (or emnities, or whatever) are going to be central, presumably, to a lot of encounter set ups, and thereby provide the context in which it becomes meaningful for the players to makes choices about using their daily powers.
I don't understand this. I think Page 42 is a great example of E (above). But "standard combat actions take place under the shadow of page 42" and the rest -- I don't know what that means!
I must also insist that, in this framework, we are restricting our discussion to an average game with Average Roleplaying Joe, so that you do not wander off to corner cases or new "contextualizations" which does not represent common gameplay.