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<blockquote data-quote="Ratskinner" data-source="post: 7725016" data-attributes="member: 6688937"><p>I just use "tactical" because...well, I'm not really familiar with or even aware of any games that focus this kind of effort in any direction other than combat. Although I accept that such a game could, at least in theory, exist. Some of the ones that might claim to do this basically, IMO, have an NPC mind-control system built in for a weird kind of "social combat", rather than an actual social interaction system. Generally, it doesn't seem that non-violent interaction inspires the same kind of desire to see massive lists and formulas that combat interactions do.</p><p></p><p></p><p></p><p>No argument. Although I think there are Effects based systems that keep tacking on little bits and twists to their system as well. Mostly done, FWICT, to expand the game. Like..."Oh, our previous system didn't do anything that resembled Psionics, but people want that and it seems like we want to sell them books. Maybe we tack on the following..."</p><p></p><p></p><p></p><p>I use "Narrative Wrapper" because "Narrative Channel" sounds odd to me. The rules in such games tend to put boundaries (even if rather loose or nebulous) on what it is that you are allowed to narrate for the results of (often quite abstract) mechanical operations. In my head, I see the mechanics creating a wide path, within which the narrative can travel. This is different (at least to my eyes) from the traditional style of game where (generally) we only use narrative to describe the specific results of in-game. I mean, I've played a game where a player character prematurely revealing the identity of the murderer must either be disallowed, or (if allowed) indicates that they must be wrong! Simply because the mechanical procedures which permit that haven't been completed yet. (A rule literally called "Not Yet", in that case.)</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7725016, member: 6688937"] I just use "tactical" because...well, I'm not really familiar with or even aware of any games that focus this kind of effort in any direction other than combat. Although I accept that such a game could, at least in theory, exist. Some of the ones that might claim to do this basically, IMO, have an NPC mind-control system built in for a weird kind of "social combat", rather than an actual social interaction system. Generally, it doesn't seem that non-violent interaction inspires the same kind of desire to see massive lists and formulas that combat interactions do. No argument. Although I think there are Effects based systems that keep tacking on little bits and twists to their system as well. Mostly done, FWICT, to expand the game. Like..."Oh, our previous system didn't do anything that resembled Psionics, but people want that and it seems like we want to sell them books. Maybe we tack on the following..." I use "Narrative Wrapper" because "Narrative Channel" sounds odd to me. The rules in such games tend to put boundaries (even if rather loose or nebulous) on what it is that you are allowed to narrate for the results of (often quite abstract) mechanical operations. In my head, I see the mechanics creating a wide path, within which the narrative can travel. This is different (at least to my eyes) from the traditional style of game where (generally) we only use narrative to describe the specific results of in-game. I mean, I've played a game where a player character prematurely revealing the identity of the murderer must either be disallowed, or (if allowed) indicates that they must be wrong! Simply because the mechanical procedures which permit that haven't been completed yet. (A rule literally called "Not Yet", in that case.) [/QUOTE]
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