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What is a "Narrative Mechanic"?
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<blockquote data-quote="Neonchameleon" data-source="post: 9133702" data-attributes="member: 87792"><p>From this I'm learning that Fate seems to have <em>fewer</em> narrative mechanics than GURPS and I need to think on whether Apocalypse World has none or lots. I'm curious whether people think that this classic ability from Spirit of the Century/Fate 3.0 is what they consider an example of a narrative ability.</p><p></p><p style="margin-left: 20px"><strong>Master of Disguise [Deceit]</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Requires Clever Disguise and Mimicry.</em></p> <p style="margin-left: 20px">The character can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, the player pays a fate point and temporarily stops playing. His character is presumed to have donned a disguise and gone “off camera”. At any subsequent point during play the player may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you</p> <p style="margin-left: 20px">over) in a scene and reveal that that character is actually the PC in disguise!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The character may remain in this state for as long as the player chooses, but if anyone is tipped off that he might be nearby, an investigator may spend a fate point and roll Investigate against the disguised character’s Deceit. If the investigator wins, his player (which may be the GM) gets to decide which filler character is actually the disguised PC (” Wait a minute – you’re the Emerald Emancipator!”).</p><p></p><p>Also these two from the Driver playbook in Apocalypse World. And does it make a difference that they are both class-specific?</p><p></p><p style="margin-left: 20px"><strong>Eye on the door:</strong> name your escape route and roll+cool. On a 10+, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Reputation: </strong>when you meet someone important (your call), roll+cool. On a hit, they’ve heard of you, and you say what they’ve heard; the MC has them respond accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, they’ve heard of you, but the MC decides what they’ve heard</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9133702, member: 87792"] From this I'm learning that Fate seems to have [I]fewer[/I] narrative mechanics than GURPS and I need to think on whether Apocalypse World has none or lots. I'm curious whether people think that this classic ability from Spirit of the Century/Fate 3.0 is what they consider an example of a narrative ability. [INDENT][B]Master of Disguise [Deceit][/B][/INDENT] [INDENT][/INDENT] [INDENT][I]Requires Clever Disguise and Mimicry.[/I][/INDENT] [INDENT]The character can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, the player pays a fate point and temporarily stops playing. His character is presumed to have donned a disguise and gone “off camera”. At any subsequent point during play the player may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you[/INDENT] [INDENT]over) in a scene and reveal that that character is actually the PC in disguise![/INDENT] [INDENT][/INDENT] [INDENT]The character may remain in this state for as long as the player chooses, but if anyone is tipped off that he might be nearby, an investigator may spend a fate point and roll Investigate against the disguised character’s Deceit. If the investigator wins, his player (which may be the GM) gets to decide which filler character is actually the disguised PC (” Wait a minute – you’re the Emerald Emancipator!”).[/INDENT] Also these two from the Driver playbook in Apocalypse World. And does it make a difference that they are both class-specific? [INDENT][B]Eye on the door:[/B] name your escape route and roll+cool. On a 10+, you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind or take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half in and half out.[/INDENT] [INDENT][/INDENT] [INDENT][B]Reputation: [/B]when you meet someone important (your call), roll+cool. On a hit, they’ve heard of you, and you say what they’ve heard; the MC has them respond accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, they’ve heard of you, but the MC decides what they’ve heard[/INDENT] [/QUOTE]
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