Pedantic
Legend
I think my "nexus of causality" point handles this just fine.From this I'm learning that Fate seems to have fewer narrative mechanics than GURPS and I need to think on whether Apocalypse World has none or lots. I'm curious whether people think that this classic ability from Spirit of the Century/Fate 3.0 is what they consider an example of a narrative ability.
The first paragraph is moderately narrative, as the character takes no specific action to imitate any of these people. The second paragraph is entirely narrative, as no character's choices have any impact at all, and the ultimately assignment is entirely in the hands of a player.Master of Disguise [Deceit]Requires Clever Disguise and Mimicry.The character can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, the player pays a fate point and temporarily stops playing. His character is presumed to have donned a disguise and gone “off camera”. At any subsequent point during play the player may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled youover) in a scene and reveal that that character is actually the PC in disguise!The character may remain in this state for as long as the player chooses, but if anyone is tipped off that he might be nearby, an investigator may spend a fate point and roll Investigate against the disguised character’s Deceit. If the investigator wins, his player (which may be the GM) gets to decide which filler character is actually the disguised PC (” Wait a minute – you’re the Emerald Emancipator!”).
I find it very difficult to parse the language of AW abilities. "Half in and half out" could mean just about anything, and "name your escape route" may or may not involve a narrative component, depending what it actually entails. I can imagine say, a social situation that a player escapes through the timely intervention of another party showing up to interrupt things, which is entirely narrative, or they might literally run away, which is not at all narrative.Also these two from the Driver playbook in Apocalypse World. And does it make a difference that they are both class-specific?
Eye on the door: name your escape route and roll+cool. On a 10+, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.