Which one of those has anything to do with player control over the narrative?[/quote]The bit where he says that 4e daily powers - unlike Wushu - don't give narrative control, but only contribute to the mechanical crunchiness of the tactical skirmish game.
You paraphrase it here:
The other parts that I quoted are the warm-up act for this contention - they introduce the key (and by now familiar) rhetorical tropes, like the comparison to chess and the notion of the fiction as mere improv (which also implies that there must not be narrative control mechanics - because if there were, then the fiction wouldn't be mere improv, would it?).
Which, as I indicated in my earlier post, strikes me as simply false in light of the very characterisation of narrative control mechanics given in the essay.
From the essay I learn that the author like Wushu but not 4e - and thinks it's important that a player get to narrate sliding under a car, but not feinting an opponent around the battlefield - but that, to my mind, is hardly great insight into RPG design.
You paraphrase it here:
(3) The dissociated mechanics in 4e do not allow the players enough narrative control to justify forcing the player to abandon the Actor stance, in the author's opinion.
<snip>
(5) The reason for (3) is that the designers of 4e desired to focus on tactical combat with minis on a battlemat, rather than on player-controlled narrative storytelling.
The other parts that I quoted are the warm-up act for this contention - they introduce the key (and by now familiar) rhetorical tropes, like the comparison to chess and the notion of the fiction as mere improv (which also implies that there must not be narrative control mechanics - because if there were, then the fiction wouldn't be mere improv, would it?).
The suggestion that mechanical and tactical richness, per se, does not make a good RPG, is what I am alluding to in my use of the word complexity. There's also the apparent implication that narrative control mechanics are OK if they operate at the level of the scene, but not if they are more finegrained than that (as in 4e combat resolution).There is nothing whatsoever in (3) that has anything to do with complexity of mechanics. Complexity of mechanics only arises in the context of attempting to re-associate dissociated mechanics to allow a player aware of the issues raised to re-assume the Actor stance.
Oddly enough, the same one as you. The one from which you paraphrased the same claims that I made, namely, that 4e's tactical combat mechanics - with their complex and metagame character - aren't narrative control mechanics.I have to wonder what essay you are reading.
Which, as I indicated in my earlier post, strikes me as simply false in light of the very characterisation of narrative control mechanics given in the essay.
From the essay I learn that the author like Wushu but not 4e - and thinks it's important that a player get to narrate sliding under a car, but not feinting an opponent around the battlefield - but that, to my mind, is hardly great insight into RPG design.