The narrative control comes in at a different level. Firstly, the game is always going to be about what the players want it to be about -- they pick the scores and how to go about them, not the GM. The GM only handles the consequence space, both at the micro (action level) and macro (score/entanglement level). Further, the GM has no special authority to veto actions (like any other player they can object to and appeal to the table actions they feel violate honest play). This means that whatever the players are saying their character do, the only way the GM can oppose that is to call for a check, and if that succeeds, they're bound to honor that success fully. So this does give players some narrative control in that they have significantly more authority to direct where the game goes, but no authority to just override and autowin and say what happens -- they have to win that.
I find with games it often takes playing them to really understand the concepts. Describing them to people can be very hard.Apparently I explain Position and Effect about as well as I initially understood it.![]()
I think I said as much above -- this doesn't at all like like the thing you were looking for. I was more providing clear context rather than suggesting this answered what you were looking for.I think I get that. This definitely would be outside the approach I am taking in this game. Players can certainly declare what they want to try to do, but the GM has power to place reasonable constraints on them. And it is very traditional in the sense of any roll is going to mean a particular action you are taking (i.e. do I hit the guy with the stick, do I find what I am looking for in the library).
I still found it helpful to go over.I think I said as much above -- this doesn't at all like like the thing you were looking for. I was more providing clear context rather than suggesting this answered what you were looking for.