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<blockquote data-quote="pemerton" data-source="post: 4454288" data-attributes="member: 42582"><p>I don't know that I agree entirely with the second sentence, but I think that much of what makes a game suitable for gamist play (ie player empowerment, either in the character build or action resolution mechanics) also facilitates narrativism - though reward mechanics don't necessarily straddle this divide well.</p><p></p><p>EDIT: Another cross-over mechanic is RM melee combat resolution. A player may allocate some of his/her PC's combat bonus to defence, using the rest to attack. This is, in effect, a conflict resolution mechanic: the player "sets the stakes" by choosing the degree of defence, and by staking more (ie taking the risks of low defence) can get a bigger payoff (ie by attacking with a bigger offence bonus). Thus the very same mechanic satisfies purist-for-system instincts and facilitates a (very narrowly focused) narrativism.</p><p></p><p>HARP is also like this - simulationist mechanics (resembling RM in many respects, although very streamlined) but with a narrativist Fate Point mechanic and reward system. (Though the design of the game has certain minor incoherences eg it can't decide if character build rules should be understood as simulationist a la RM, or as purely metagame as would make sense for narrativist play).</p><p></p><p>TRoS is another example, though it doesn't use Fate Points/Possibilities - the Spiritual Attributes are more tightly integrated as both action resolution and reward mechanic.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4454288, member: 42582"] I don't know that I agree entirely with the second sentence, but I think that much of what makes a game suitable for gamist play (ie player empowerment, either in the character build or action resolution mechanics) also facilitates narrativism - though reward mechanics don't necessarily straddle this divide well. EDIT: Another cross-over mechanic is RM melee combat resolution. A player may allocate some of his/her PC's combat bonus to defence, using the rest to attack. This is, in effect, a conflict resolution mechanic: the player "sets the stakes" by choosing the degree of defence, and by staking more (ie taking the risks of low defence) can get a bigger payoff (ie by attacking with a bigger offence bonus). Thus the very same mechanic satisfies purist-for-system instincts and facilitates a (very narrowly focused) narrativism. HARP is also like this - simulationist mechanics (resembling RM in many respects, although very streamlined) but with a narrativist Fate Point mechanic and reward system. (Though the design of the game has certain minor incoherences eg it can't decide if character build rules should be understood as simulationist a la RM, or as purely metagame as would make sense for narrativist play). TRoS is another example, though it doesn't use Fate Points/Possibilities - the Spiritual Attributes are more tightly integrated as both action resolution and reward mechanic. [/QUOTE]
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