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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Starfox" data-source="post: 6149504" data-attributes="member: 2303"><p>The more we talk about this, the more I feel the term "narrative space" is misleading, and the more I lean into the "three pillars" model - Combat, Exploration, Social. What we call narrative abilities are abilities that fall under the last two pillars. The goal seems to be to give all character some level of competence in each pillar, to avoid bored players reading their mail at the table. Of course not everyone need to be as good in each pillar, not should different characters deal with each pillar in the same way - a wizard's exploration is vastly different from a fighter's. By the same token, a front-line fighter a, a buffer, an "autoturret" archer, and a controller mage all contribute to combat, but if in different ways. This is as it should be. But to have a character lack almost all competence in a certain pillar is not good.</p><p></p><p>About what pillars there should be, I find the above three work for me. Investigation is a mix of exploration (physical examination) and social (witnesses & rumors). Aerial combat is still combat. Travel is a variant of exploration. Castle-building is a part of social. So it is with most adventure activities - they are either a part of one of the pillars, or a mix of them. The three pillars are arbitrarily chosen, but they work for me.</p><p></p><p>The best scenes are those with a mix of the pillars - someone has to open the secret exit, someone else convince the princess to come with you, while others keep the castle guards at bay (preferably without killing any). That way the scene is sure to engage everyone, but not all scenes can be this complex.</p><p></p><p>This is what I've gotten out of the discussion here so far (as well as some concrete ideas on social and exploration options).</p></blockquote><p></p>
[QUOTE="Starfox, post: 6149504, member: 2303"] The more we talk about this, the more I feel the term "narrative space" is misleading, and the more I lean into the "three pillars" model - Combat, Exploration, Social. What we call narrative abilities are abilities that fall under the last two pillars. The goal seems to be to give all character some level of competence in each pillar, to avoid bored players reading their mail at the table. Of course not everyone need to be as good in each pillar, not should different characters deal with each pillar in the same way - a wizard's exploration is vastly different from a fighter's. By the same token, a front-line fighter a, a buffer, an "autoturret" archer, and a controller mage all contribute to combat, but if in different ways. This is as it should be. But to have a character lack almost all competence in a certain pillar is not good. About what pillars there should be, I find the above three work for me. Investigation is a mix of exploration (physical examination) and social (witnesses & rumors). Aerial combat is still combat. Travel is a variant of exploration. Castle-building is a part of social. So it is with most adventure activities - they are either a part of one of the pillars, or a mix of them. The three pillars are arbitrarily chosen, but they work for me. The best scenes are those with a mix of the pillars - someone has to open the secret exit, someone else convince the princess to come with you, while others keep the castle guards at bay (preferably without killing any). That way the scene is sure to engage everyone, but not all scenes can be this complex. This is what I've gotten out of the discussion here so far (as well as some concrete ideas on social and exploration options). [/QUOTE]
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Narrative Space Options for non-spellcasters
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