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What is a "Narrative Mechanic"?
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<blockquote data-quote="hawkeyefan" data-source="post: 9134108" data-attributes="member: 6785785"><p>What about something like the Lucky feat from 5e? It represents something, and it's something of which the character may be aware... and may actually be a universal force in the setting... </p><p></p><p></p><p></p><p>I mean, there's an argument that is exactly what narrative ability should mean.</p><p></p><p>The lampshade of magic is what makes things non-narrative, because it becomes a quality of the character in the game world.</p><p></p><p></p><p></p><p>So this is an example that strikes me as odd because it is a quality of the character... it has a lampshade akin to the one we apply to spells. </p><p></p><p>Yet many folks would classify this as a narrative mechanic, but would not do so for spells. </p><p></p><p></p><p></p><p>Look at the game <strong>Spire: The City Must Fall</strong> for a bunch of good examples of these kinds of things. Here are just a few class abilities that are in the game:</p><p></p><p><strong>CUT A DEAL. </strong><em>You know anyone who’s anyone...</em> </p><p>Once per session, set up a meet with an NPC who can acquire you pretty much anything available in Spire. It won’t be free, though, and odds are they’ll want a favour or a cut too.</p><p></p><p><strong>SURPRISE INFILTRATION. </strong><em>Nothing can keep you out. </em></p><p>Once per session, insert yourself into a situation where you are not currently present, so long as there’s some conceivable way you could get in there.</p><p></p><p><strong>LAY OF THE LAND. </strong><em>You are a trained hunter, and others would do well to heed your words. </em></p><p>When you enter a dangerous situation, you can name up to three features or opportunities that your allies can take advantage of. The first time you or an ally uses an opportunity, they roll with mastery (for example: cover with a good view of the battlefield, an exit, a badly-guarded door, a stack of barrels, etc).</p><p></p><p><strong>DRAW A CROWD.</strong><em> You can pull together a crowd at a moment’s notice. </em></p><p>Once per session, you can draw a crowd to you in a matter of minutes. People will stop what they’re doing, so long as it isn’t life-or-death, and listen to what you have to say.</p><p></p><p><strong>PUBCRAWLER.</strong> <em>You bear an encyclopedic knowledge of where to get drunk. </em></p><p>Once per game, name a nearby bar, pub or inn where you know the landlord (whether they like you or not is up to the GM).</p><p></p><p>Each of the above are starting abilities for a class. Some have others, and they can all gain additional ones as they advance. The game gives a lot of power to the players, but all of it is based on the characters... none of it is purely a non-diegetic ability.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9134108, member: 6785785"] What about something like the Lucky feat from 5e? It represents something, and it's something of which the character may be aware... and may actually be a universal force in the setting... I mean, there's an argument that is exactly what narrative ability should mean. The lampshade of magic is what makes things non-narrative, because it becomes a quality of the character in the game world. So this is an example that strikes me as odd because it is a quality of the character... it has a lampshade akin to the one we apply to spells. Yet many folks would classify this as a narrative mechanic, but would not do so for spells. Look at the game [B]Spire: The City Must Fall[/B] for a bunch of good examples of these kinds of things. Here are just a few class abilities that are in the game: [B]CUT A DEAL. [/B][I]You know anyone who’s anyone...[/I] Once per session, set up a meet with an NPC who can acquire you pretty much anything available in Spire. It won’t be free, though, and odds are they’ll want a favour or a cut too. [B]SURPRISE INFILTRATION. [/B][I]Nothing can keep you out. [/I] Once per session, insert yourself into a situation where you are not currently present, so long as there’s some conceivable way you could get in there. [B]LAY OF THE LAND. [/B][I]You are a trained hunter, and others would do well to heed your words. [/I] When you enter a dangerous situation, you can name up to three features or opportunities that your allies can take advantage of. The first time you or an ally uses an opportunity, they roll with mastery (for example: cover with a good view of the battlefield, an exit, a badly-guarded door, a stack of barrels, etc). [B]DRAW A CROWD.[/B][I] You can pull together a crowd at a moment’s notice. [/I] Once per session, you can draw a crowd to you in a matter of minutes. People will stop what they’re doing, so long as it isn’t life-or-death, and listen to what you have to say. [B]PUBCRAWLER.[/B] [I]You bear an encyclopedic knowledge of where to get drunk. [/I] Once per game, name a nearby bar, pub or inn where you know the landlord (whether they like you or not is up to the GM). Each of the above are starting abilities for a class. Some have others, and they can all gain additional ones as they advance. The game gives a lot of power to the players, but all of it is based on the characters... none of it is purely a non-diegetic ability. [/QUOTE]
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