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Do NPCs Get Personal FATE Points?
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<blockquote data-quote="pemerton" data-source="post: 7844713" data-attributes="member: 42582"><p>I don't understand what you mean by "narrative control" or "narrative move".</p><p></p><p>Here are a couple of moves from AW:</p><p></p><p style="margin-left: 20px">DO SOMETHING UNDER FIRE: When you do something under fire, or dig in to endure fire, roll+cool. On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choice.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">SEIZE BY FORCE: When you try to seize something by force, or to secure your hold on something, roll+hard. On a hit, choose options. On a 10+, choose 3. On a 7–9, choose 2:</p> <p style="margin-left: 20px">• you take definite hold of it</p> <p style="margin-left: 20px">• you suffer little harm</p> <p style="margin-left: 20px">• you inflict terrible harm</p> <p style="margin-left: 20px">• you impress, dismay or frighten your enemy</p><p></p><p>Those are just the PC doing stuff. The other basic moves are like this too. So are most playbook moves - they either add a new specialised thing your PC can do, or allow you to use a different stat for a basic move, or give you a new gear or gang or whatever.</p><p></p><p>Here's a move that might count as "narrative control" - the Battlebabe's Visions of death:</p><p></p><p style="margin-left: 20px">when you go into battle, roll+weird. On a 10+, name one person who’ll die and one who’ll live. On a 7–9, name one person who’ll die OR one person who’ll live. Don’t name a player’s character; name NPCs only. The MC will make your vision come true, if it’s even remotely possible. On a miss, you foresee your own death, and accordingly take -1 throughout the battle.</p><p></p><p>That sort of move is in the minority, though.</p><p></p><p>It doesn't count as <em>player narrative control</em>, surely, simply that the player is able to impact the fiction and the GM is bound by this? If that's your deifnition, then every RPG I play (including Classic Traveller, c 1977) is riddled with player narrative control.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7844713, member: 42582"] I don't understand what you mean by "narrative control" or "narrative move". Here are a couple of moves from AW: [indent]DO SOMETHING UNDER FIRE: When you do something under fire, or dig in to endure fire, roll+cool. On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choice. SEIZE BY FORCE: When you try to seize something by force, or to secure your hold on something, roll+hard. On a hit, choose options. On a 10+, choose 3. On a 7–9, choose 2: • you take definite hold of it • you suffer little harm • you inflict terrible harm • you impress, dismay or frighten your enemy[/indent] Those are just the PC doing stuff. The other basic moves are like this too. So are most playbook moves - they either add a new specialised thing your PC can do, or allow you to use a different stat for a basic move, or give you a new gear or gang or whatever. Here's a move that might count as "narrative control" - the Battlebabe's Visions of death: [indent]when you go into battle, roll+weird. On a 10+, name one person who’ll die and one who’ll live. On a 7–9, name one person who’ll die OR one person who’ll live. Don’t name a player’s character; name NPCs only. The MC will make your vision come true, if it’s even remotely possible. On a miss, you foresee your own death, and accordingly take -1 throughout the battle.[/indent] That sort of move is in the minority, though. It doesn't count as [I]player narrative control[/I], surely, simply that the player is able to impact the fiction and the GM is bound by this? If that's your deifnition, then every RPG I play (including Classic Traveller, c 1977) is riddled with player narrative control. [/QUOTE]
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