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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Warbringer" data-source="post: 6150203" data-attributes="member: 14391"><p>In granting narrative options, meaning the ability to affect the story through player/character actions I think there are three approaches to "I do X to the Y"</p><p></p><p><strong>1</strong>.The action has a target number that the player needs to overcome for character success. This is pretty standard to the game with to hit rolls, skill checks etc, but can easily be adopted into narrative "director" stance by the player using narration to have the right tool available, contacts, a key that they claim they found etc ... (very Tas from Dragonlance). </p><p></p><p>This is weak narrative control as the control is probability based. </p><p></p><p><strong>2</strong>. The player has a fixed resource that they exchange for the ability to use the narrative "director" stance. Most commonly in D&D this use of spells or extraordinary abilities, but was used a common practice in 4e. In this definition "slots" are fixed resource that the player exchanges for a pre-defined character narrative success; though, often there may be a component of 1. included, but there is also often a lesser success component; ie "on miss"</p><p></p><p>A variation of "fixed resource" is "variable resource". This is more commonly used in more narrative games (eg Fate) where the player has chips/points to trade in for "triggering" loosely defined powers/abilities/aspects that the player "interprets" within the narrative context. These are often double edged abilities and the player can re-fresh their resources by accepting story elements that put the character at a disadvantage.</p><p></p><p>Both of these are moderate narrative control</p><p></p><p><strong>3</strong>. The player simply alters the story reality through narration and belongs to storytelling based games.</p><p></p><p>This is strong narrative control.</p><p></p><p>In D&D, space should be created for a combination of<strong> 1.</strong> and<strong> 2.</strong> and limited (maybe for creating a quest or other great event, <strong>3.</strong> (normally "wish" domain)). Most likely, <strong>1.</strong> as only spell classes have slots for exchange, outside of 4e</p></blockquote><p></p>
[QUOTE="Warbringer, post: 6150203, member: 14391"] In granting narrative options, meaning the ability to affect the story through player/character actions I think there are three approaches to "I do X to the Y" [B]1[/B].The action has a target number that the player needs to overcome for character success. This is pretty standard to the game with to hit rolls, skill checks etc, but can easily be adopted into narrative "director" stance by the player using narration to have the right tool available, contacts, a key that they claim they found etc ... (very Tas from Dragonlance). This is weak narrative control as the control is probability based. [B]2[/B]. The player has a fixed resource that they exchange for the ability to use the narrative "director" stance. Most commonly in D&D this use of spells or extraordinary abilities, but was used a common practice in 4e. In this definition "slots" are fixed resource that the player exchanges for a pre-defined character narrative success; though, often there may be a component of 1. included, but there is also often a lesser success component; ie "on miss" A variation of "fixed resource" is "variable resource". This is more commonly used in more narrative games (eg Fate) where the player has chips/points to trade in for "triggering" loosely defined powers/abilities/aspects that the player "interprets" within the narrative context. These are often double edged abilities and the player can re-fresh their resources by accepting story elements that put the character at a disadvantage. Both of these are moderate narrative control [B]3[/B]. The player simply alters the story reality through narration and belongs to storytelling based games. This is strong narrative control. In D&D, space should be created for a combination of[B] 1.[/B] and[B] 2.[/B] and limited (maybe for creating a quest or other great event, [B]3.[/B] (normally "wish" domain)). Most likely, [B]1.[/B] as only spell classes have slots for exchange, outside of 4e [/QUOTE]
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