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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Umbran" data-source="post: 6148047" data-attributes="member: 177"><p>Yes, it does sound pretty much exactly like a FATE compel (and I'm a big fan of FATE these days).</p><p></p><p>Another interesting enhancements to a game I've seen was in the Cortex-based game, "Leverage". For those who don't know it, it is based on a TV show of the same name - a team of five characters pull off some Ocean's-11-style capers and confidence games to do good. In the TV series, there's a clear notion that each character has a niche, and that in capers, you can't have all five characters hanging around the action all the time - some times the scene focuses on one or two characters, with the rest not present.</p><p></p><p>So, what do you do with those other characters/players, who aren't there? In normal games, they'd have pretty much no narrative space. Not so in Leverage. In the TV show, they will have a character approach or get involved in a conflict such that the viewer cannot fathom how they'll resolve it, but somehow through coincidence they just happen to have the right event happen just at that moment, or they'll just happen to have a resource on hand, or the like. In the show, they then give you a flashback (usually in black-and-white, rather than color) showing how that was arranged by the team. So, in the game, as a player sees a conflict developing, they can *retroactively* make a skill check to help the other PC, so long as they can justify it - "Dude, don't forget that fake Sheriff's badge I gave you earlier!" </p><p></p><p>Thus, even if you aren't the focus of current action, it pays the players to pay attention to the scene, and to interject assistance (and thus have narrative space). This would not work for all genres, but is very clever, regardless.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6148047, member: 177"] Yes, it does sound pretty much exactly like a FATE compel (and I'm a big fan of FATE these days). Another interesting enhancements to a game I've seen was in the Cortex-based game, "Leverage". For those who don't know it, it is based on a TV show of the same name - a team of five characters pull off some Ocean's-11-style capers and confidence games to do good. In the TV series, there's a clear notion that each character has a niche, and that in capers, you can't have all five characters hanging around the action all the time - some times the scene focuses on one or two characters, with the rest not present. So, what do you do with those other characters/players, who aren't there? In normal games, they'd have pretty much no narrative space. Not so in Leverage. In the TV show, they will have a character approach or get involved in a conflict such that the viewer cannot fathom how they'll resolve it, but somehow through coincidence they just happen to have the right event happen just at that moment, or they'll just happen to have a resource on hand, or the like. In the show, they then give you a flashback (usually in black-and-white, rather than color) showing how that was arranged by the team. So, in the game, as a player sees a conflict developing, they can *retroactively* make a skill check to help the other PC, so long as they can justify it - "Dude, don't forget that fake Sheriff's badge I gave you earlier!" Thus, even if you aren't the focus of current action, it pays the players to pay attention to the scene, and to interject assistance (and thus have narrative space). This would not work for all genres, but is very clever, regardless. [/QUOTE]
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