doctorbadwolf
Heretic of The Seventh Circle
Where is this commonplace enough to occur “often”?I think that one problem is that mechanics are often labeled "narrative mechanics" not by fans of such mechanics but, rather, by detractors of story or narrative games as a quick and easy way to identify mechanics they don't like. So the metric of what can make something a "narrative mechanic" sometimes reads as criteria with a low bar:
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That works.Any mechanic that moves the nexus of causality away from an action taken by the player's character.
I don't think it's generally helpful to treat this as a binary though, there's clearly a spectrum at play that differentiates "I spend a Willpower token from that earlier mishap for a +4 bonus" and "I use 'find an edge' to locate a rope to swing across the pit."
In the game I’m building, the core mechanics are distinct action resolution mechanics, ie declared singular action is tested using a dice roll and then adjudicated, and resource pools allow you to gain benefits across that differentiation. That is, you can spend to bump a failed check to a success, or you can spend and cite a character feature to establish soemthing that already happened that gives you an edge or make the situation different from what it seemed a moment ago.