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Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Narrative Options" mechanical?
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<blockquote data-quote="sheadunne" data-source="post: 6152698" data-attributes="member: 27570"><p>Probably, but I'm sticking with my own definition I posted up thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>For me it's changing the narrative (the description presented by the DM). For me, ignoring or following plot hooks is not changing the narrative, but interacting with it. "You walk into a room with 3 orcs. We close the door and leave." For me isn't changing or control the narrative, but rather interacting with it, or in this case, refusing to interact with it. Now if it went something like, "You walk into a room with 3 orcs. No, they're not three orcs, they're really chickens," this would be changing the narrative. </p><p></p><p></p><p></p><p>Great question. </p><p></p><p>1) Depends on the class I guess. A rogue should be able to influence the narrative in different ways than a fighter or wizard or cleric. Since D&D is a class system, I think it's the best way to start, rather than developing narrative control that any player can use. These control bits can be tied to universal mechanics like skills or feats, but should only be able to be accessed by specific classes. Does that make sense?</p><p></p><p>2) I am perfectly fine with dice rolls determining whether the narrative is controlled or changed, as long as it's consistent and simple across all classes.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6152698, member: 27570"] Probably, but I'm sticking with my own definition I posted up thread :) For me it's changing the narrative (the description presented by the DM). For me, ignoring or following plot hooks is not changing the narrative, but interacting with it. "You walk into a room with 3 orcs. We close the door and leave." For me isn't changing or control the narrative, but rather interacting with it, or in this case, refusing to interact with it. Now if it went something like, "You walk into a room with 3 orcs. No, they're not three orcs, they're really chickens," this would be changing the narrative. Great question. 1) Depends on the class I guess. A rogue should be able to influence the narrative in different ways than a fighter or wizard or cleric. Since D&D is a class system, I think it's the best way to start, rather than developing narrative control that any player can use. These control bits can be tied to universal mechanics like skills or feats, but should only be able to be accessed by specific classes. Does that make sense? 2) I am perfectly fine with dice rolls determining whether the narrative is controlled or changed, as long as it's consistent and simple across all classes. [/QUOTE]
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"Narrative Options" mechanical?
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