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General Tabletop Discussion
*TTRPGs General
What is a "Narrative Mechanic"?
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<blockquote data-quote="hawkeyefan" data-source="post: 9133195" data-attributes="member: 6785785"><p>Well, if the rules are followed as originally presented (though I realize many folks didn’t bother), the BIFTs are a trigger for gaining Inspiration. And they’re in world elements… I don’t know if that makes them specifically a “game mechanic” but they certainly have mechanical implications. </p><p></p><p>I mean, I don’t think it’s the best implementation. I’d have preferred for BIFTs to be even more integrated into the rules in some way. The implications from the playtest that they’ll be absent and now inspiration will be granted on a Crit just seems very blah to me. </p><p></p><p></p><p></p><p>What makes it “light” in your eyes? I mean, an instance of Advantage used in the right situation can have a huge impact on the game. </p><p></p><p></p><p></p><p>I don’t know if I agree with you on that one. The XP system is an important play element. It determines what play is about. It gives the players a goal and determines how they’ll be rewarded. </p><p></p><p>Because it’s not triggered or spent by the player, it seems less flashy, or perhaps less severe, but it’s more persistent. More foundational.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9133195, member: 6785785"] Well, if the rules are followed as originally presented (though I realize many folks didn’t bother), the BIFTs are a trigger for gaining Inspiration. And they’re in world elements… I don’t know if that makes them specifically a “game mechanic” but they certainly have mechanical implications. I mean, I don’t think it’s the best implementation. I’d have preferred for BIFTs to be even more integrated into the rules in some way. The implications from the playtest that they’ll be absent and now inspiration will be granted on a Crit just seems very blah to me. What makes it “light” in your eyes? I mean, an instance of Advantage used in the right situation can have a huge impact on the game. I don’t know if I agree with you on that one. The XP system is an important play element. It determines what play is about. It gives the players a goal and determines how they’ll be rewarded. Because it’s not triggered or spent by the player, it seems less flashy, or perhaps less severe, but it’s more persistent. More foundational. [/QUOTE]
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What is a "Narrative Mechanic"?
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