What is a "Narrative Mechanic"?

Honestly, the more I read about people trying to define Narrative in the way indicated by the OP (that is no more present in Apocalypse World than e.g. GURPS) the more I think that what's being talked about here are "Fudge Mechanics" (no relation to the game) - that is mechanics written to get from any A to any B with the designers not quite sure how to do it unambiguously so leaving it in the hands of player-facing metacurrency. (This is also a category I'd put hit points in).

Narrative games, especially ones written before 2012 just used fudge mechanics a lot more because writing games to lead to stories without pre-authoring the stories themselves is not an easy challenge.
My apologies. Definitions given early in the thread.
I don't see how this differs significantly from the definition I provided near the outset of this, right down to identifying hit points as a prime example: the back and forth over "luck/skill" vs. "got hit by a sword and kept moving" are just attempts to drag HP further toward one end of the spectrum than the other.
Any mechanic that moves the nexus of causality away from an action taken by the player's character.

I don't think it's generally helpful to treat this as a binary though, there's clearly a spectrum at play that differentiates "I spend a Willpower token from that earlier mishap for a +4 bonus" and "I use 'find an edge' to locate a rope to swing across the pit."
I suppose I should expand those to include NPCs as a source of action as well for more clarity, but the basic idea is "can I tie the results of this mechanic to a specific action my character is doing?" Perhaps I should have put more emphasis on the singularity of action in that formulation as well; if a player invokes a mechanic with a results that emerges from several actions a character takes (especially if any of those actions atomically could be encoded in different mechanic the game offers), that mechanic is necessarily shifted toward the narrative end of the spectrum.

Another factor I might look at is motivation: does a player declare their motivation as part of using the mechanic, or is the player's motivation revealed through their specific use of the mechanics? A narrative mechanic uses intent as an input, and what I'm going to call an "objective mechanic" does not concern itself with intent, which is instead up to the player to express through their choice of actions.
 
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Predictably, I would put that down to his intelligent dissection of techniques! For example, he presents an interesting analysis of fortune-at-the-end as a prominent technique of simulationism based on hit location systems such as RuneQuest's. But he mistakenly assumes that fortune-in-the-middle must be intolerable to simulationists because he mistakes techniques for creative motives.
Like all generalisations outside the physical sciences, Edwards makes generalisations of tendency. The hostility of those with simulationist preferences to FitM has been evidenced repeatedly throughout the history of RPGing. In the late 70s through mid-80s it drives the first wave of non-D&D FRPGs: C&S, RQ, RM, Dragon Quest and the like.

Then, 40 years later, is was the dominant strand in the debates about 4e D&D. A prominent example can be found in this thread - here's a relevant post of mine: https://www.enworld.org/threads/in-...-of-dissociated-mechanics.308488/post-5637840

In his account of the way FitM is often shared by both Gamist and Narrativist play - and of how it defers "exploration" - Edwards anticipated most of the critiques of 4e!
 


In the late 70s through mid-80s it drives the first wave of non-D&D FRPGs: C&S, RQ, RM, Dragon Quest and the like.
V&V, Champions, TFT, Traveler...
In his account of the way FitM is often shared by both Gamist and Narrativist play - and of how it defers "exploration" - Edwards anticipated most of the critiques of 4e!
Anticipated, provided ready-made, whatever. 😔
It's been years, I suppose we can try again.
WtH is it with FitM. The terminology, I mean.
"Fortune" surely, dice other randomization tool? Yes?
But in the middle of what?

When I heard it, my immediate thought was of a familiar pain point in trying to use a CHA check or whatever unsophisticated binary social mechanic a game might have, and the player does a nice persuasive/brilliant speech or whatever, everyone at the table is like "right on..." and he craps out, total failure, and the DM must now supply the transition from "right on" to "oh no..."
Because the roll, there, does seem to be in the middle.

An obvious alternative that is basically impossible to sell to anyone is, make the check, RP the result. I guess that'd be Fortune up-Front, if we were just intuitively naming things...

That implies there's Fortune in the End, but I can't think what that'd even be.

What does any of it have to do with Exploration? (A beloved word of Grognards everywhere, I might add, I'm guessing, not used the way they would?)
 

Right. But this confusion is because Edwards’ definition of simulation is bonkers and lumps conflicting priorities in the same category.
It defines the priorities at a level of abstraction - exploration of system, in purist-for-system simulationism; exploration of character, setting or situation, in high concept simulationism. The object of exploration is different, but the priority is exploration in both cases.

The same is true in the account of narrativism - the focus in all cases is on addressing premise (that's Edward's phrase - "raising and resolving theme" might do just as well), but the premise can be located in character (eg Apocalypse World, Burning Wheel), in setting (eg 4e D&D as I experienced it, or Gloranthan HeroWars/Quest), or in situation (eg Prince Valiant, The Dying Earth, Cthulhu Dark as I've played it).

Likewise for gamism, where two dimensions of variation are identified - the degree of competition among players at the table (eg do they strive to earn the most XP, vs do they advance together as a group) and the degree of competition among the characters in the fiction. A well-oiled team of tournament dungeon-beaters - who enjoy beating other teams by skilled play of their PCs - is low competition in both dimensions, and its members may not enjoy playing a game in which players are pitted against one another in the fiction. They're still all gamist, though, in the sense that what they have in common is that the players must show their mettle by playing their PCs confronting a challenge in the fiction.

Pathfinder is gamist (because it cares a lot about challenge) and narrativist (because it cares a lot about telling a story). It does not do this the same way as, say, Apocalypse World, but the mountain of APs tell you that the game prioritizes story.
The focus of APs is telling a story. Setting building and challenge exploration are secondary to presenting that story.
From here:

Long ago, I concluded that "story" as a role-playing term was standing in for several different processes and goals, some of which were incompatible. Here's the terms-breakdown I'll be using from now on.

All role-playing necessarily produces a sequence of imaginary events. Go ahead and role-play, and write down what happened to the characters, where they went, and what they did. I'll call that event-summary the "transcript." But some transcripts have, as Pooh might put it, a "little something," specifically a theme: a judgmental point, perceivable as a certain charge they generate for the listener or reader. If a transcript has one (or rather, if it does that), I'll call it a story.

Let's say that the following transcript, which also happens to be a story, arose from one or more sessions of role-playing.

Lord Gyrax rules over a realm in which a big dragon has begun to ravage the countryside. The lord prepares himself to deal with it, perhaps trying to settle some internal strife among his followers or allies. He also meets this beautiful, mysterious woman named Javenne who aids him at times, and they develop a romance. Then he learns that she and the dragon are one and the same, as she's been cursed to become a dragon periodically in a kind of Ladyhawke situation, and he must decide whether to kill her. Meanwhile, she struggles to control the curse, using her dragon-powers to quell an uprising in the realm led by a traitorous ally. Eventually he goes to the Underworld instead and confronts the god who cursed her, and trades his youth to the god to lift the curse. He returns, and the curse is detached from her, but still rampaging around as a dragon. So they slay the dragon together, and return as a couple, still united although he's now all old, to his home.

The real question: after reading the transcript and recognizing it as a story, what can be said about the Creative Agenda that was involved during the role-playing? The answer is, absolutely nothing. We don't know whether people played it Gamist, Simulationist, or Narrativist, or any combination of the three. A story can be produced through any Creative Agenda. The mere presence of story as the product of role-playing is not a GNS-based issue.​

Just to add: in AP play, the theme and significant elements of its resolution are established before play, by the author of the AP. To the extent that a group plays the AP faithfully, the theme is delivered to them. DL is the primordial example of this. (Notice how it has "a little something" in a way that G1 to G3, and even A1 to A4, do not.) In the jargon of The Forge, playing the DL modules as they are presented would be simulationist play that foregrounds character and situation. The players - and perhaps to some lesser extent the GM - work through in detail the thematic content that Hickman has authored, that is focused around these characters confronting these problems.

"Story Now" (narrativist) play - of the sort that Apocalypse World is aimed at - is completely different in how it approaches GM and player roles, prep, expectations about where theme will come from, etc.
 

It defines the priorities at a level of abstraction - exploration of system, in purist-for-system simulationism; exploration of character, setting or situation, in high concept simulationism. The object of exploration is different, but the priority is exploration in both cases.

The same is true in the account of narrativism - the focus in all cases is on addressing premise (that's Edward's phrase - "raising and resolving theme" might do just as well), but the premise can be located in character (eg Apocalypse World, Burning Wheel), in setting (eg 4e D&D as I experienced it, or Gloranthan HeroWars/Quest), or in situation (eg Prince Valiant, The Dying Earth, Cthulhu Dark as I've played it).

What is difference between exploring and addressing? Why is high concept not addressing the theme, why is story now not exploring the character?
 

"Fortune" surely, dice other randomization tool? Yes?
But in the middle of what?

There are three places the random input can happen:
  • before the declaration and resolution
  • between declaration and resolution
  • after narration of the story outcome
I've only encountered one Fortune in Front game - Brute Squad.

I've also only encountered one fortune after - and it wasn't published.

Lets take Fortune after narration as it was done by a friend of mine:
You declare your action and its success level, and narrate that.
The roll is then made to determine how much it cost you.
If the cost was too high, you exit the story in some way between scenes. Optionally, you can go down now, to boost an ally's point pools.

Fortune in Front: Brute Squad.
The GM selects a difficulty die from the difficulty pool.
The GM then narrates a suitable challenge.
First player to speak up picks up the die for the attribute they're going to use.
Both roll their dice.
The player then narrates the action and the outcome to match the dice. (If it doesn't, and the majority of the rest agree it doesn't, a penalty is imposed)
If the player failed, the next brute tries. If all have failed, the GM adjusts the situation a bit, and everyone tries again.
 




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