doctorbadwolf
Heretic of The Seventh Circle
Weird and unnecessary reply but okayThis feels very "my dad could beat up your dad" levels of discussion.
Weird and unnecessary reply but okayThis feels very "my dad could beat up your dad" levels of discussion.
I think that is this case (this thread) the adjective 'narrative' is being used to carry rather a lot of water. There's some regular conflation with another mushy adjective, 'meta' that shares some descriptive groud but isn't exactly the same either. One of the challenges is that the analysis seems to start with the premise that mechanic, un-accented, describes a set of things that are neither narrative nor meta (or not the-thing-I-dont-like). I don't actually think this is obviously the case and may in fact present false dichotomy of sorts. We might have more luck if we had a stable set of descriptors for all mechanics based perhaps on function. That and a better nuanced version of both narrative and meta.Maybe “narrative mechanics” is a mushy term?
The thing is that what's being called "narrative mechanics" aren't where the differences I notice lie. Apocalypse World is an ultra-strong narrative game that has approximately as much in the way of what this thread defines as narrative mechanics as GURPS or Savage Worlds, and I don't see anyone calling those narrative games. However it does have some distinctive features that make for a strong narrative such as:What I find weird in this (and many previous) discussions about narrative games and narrative mechanics is that people who seem to like games where such mechanics are prevalent, nevertheless often try to deny that there is anything that differentiates those mechanics. I don't get it. Like I recently made a Blades in the Dark character, and have tried to familiarise myself with that game and I hopefully soon get to play it. It certainly has a bunch of narrative mechanics, most prominently flashbacks and quantum gear. And that's fine!
But I don't get people who insist that narrative games play differently yet when we are trying to label mechanics as narrative they fight against it and insist that there is no difference. Like what?![]()
Create An Advantage in Fate feels very much like a narrative mechanic because the player is authoring the fiction in a mechanical way -- adding an Aspect. However, there really isn't a way to do this outside of direct action in the fiction by the character. The Aspect is just a consequence of a successful action, and the player gets to decide the precise nature of the consequence. Is it really different than a character in a more traditional RPG getting to apply a status condition as the result of a successful attack?
This point was what made me click "love" rather than "like" for your post.A focus on getting the right outcomes over step by step processes to get the character to work. (Most "narrative mechanics" as defined in this thread come from doing something here to fill gaps).
I think that's an artificial distinction. First, it is easy to imagine a traditional game that has a broad palette of potential status effects. Second, the potential Aspects as a consequence of Creat An Advantage isn't nearly infinite: it must make sense in the context of the circumstances in which it is employed.In a more traditional RPG, the character typically gets to apply a specific status condition as the result of the use or some prescribed ability. If you use a Trip Attack, the opponent is Prone. In Fate, Create an Advantage allows the creation of pretty much any Aspect you can dream of, if you can find an action that narratively works to that end.
I think that's an artificial distinction.
It seems like this would lead to a lot of special pleading by players that this specific aspect they want to inflict makes sense in the context of the circumstances, and wasn't chosen just because it provides the most mechanical advantage.I think that's an artificial distinction. First, it is easy to imagine a traditional game that has a broad palette of potential status effects. Second, the potential Aspects as a consequence of Creat An Advantage isn't nearly infinite: it must make sense in the context of the circumstances in which it is employed.
Sure, if you eliminate the actual context in which they would be deployed at the table, it looks like a major differnce. But IME in play it isn't that different.I don't feel "fixed, focused, combat-tactical scope" vs "open, broad, arbitrary scope" is at all artificial.
I don't think I have made any arguments about diagetic versus adiagetic at all. Hell, I didn't even know what diagetic meant until recently (probably from in this thread).But then, we already seem to disagree that diegetic/adiegetic is a valuable distinction, so that we disagree on further stuff isn't surprising.