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What is a "Narrative Mechanic"?
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<blockquote data-quote="hawkeyefan" data-source="post: 9134530" data-attributes="member: 6785785"><p>It’s not quantum equipment any more than anything else that gets established “retroactively” during play. </p><p></p><p>There’s a chance the PC has an item that is handy. The situation comes up, and they say “I may have a crowbar” and they make the roll and we see if they have it.</p><p></p><p></p><p>Consider the characters inventory to be the equivalent of their spell loadout, and the Prepared feat as a use of Arcane Recovery.</p><p></p><p></p><p></p><p>So if your character sees a flag in the course of adventuring, and makes a Heraldry or Lore check or whatever, are they traveling to the past to learn about the flag? Or are we establishing in that moment of play that they’ve previously learned about it? </p><p></p><p></p><p></p><p>Something like the Prepared feat tells us something about the character. Having a player manage every item of the character’s inventory tells us about the player. </p><p></p><p></p><p></p><p>I disagree based on the above.</p><p></p><p></p><p></p><p>Spell levels and slots per level and all that is about as artificial as it gets, was my point. It’s totally a game structure imposed onto the fiction. </p><p></p><p></p><p></p><p>Access to all, and used in the moment.</p><p></p><p>Not at all the same, huh?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9134530, member: 6785785"] It’s not quantum equipment any more than anything else that gets established “retroactively” during play. There’s a chance the PC has an item that is handy. The situation comes up, and they say “I may have a crowbar” and they make the roll and we see if they have it. Consider the characters inventory to be the equivalent of their spell loadout, and the Prepared feat as a use of Arcane Recovery. So if your character sees a flag in the course of adventuring, and makes a Heraldry or Lore check or whatever, are they traveling to the past to learn about the flag? Or are we establishing in that moment of play that they’ve previously learned about it? Something like the Prepared feat tells us something about the character. Having a player manage every item of the character’s inventory tells us about the player. I disagree based on the above. Spell levels and slots per level and all that is about as artificial as it gets, was my point. It’s totally a game structure imposed onto the fiction. Access to all, and used in the moment. Not at all the same, huh? [/QUOTE]
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What is a "Narrative Mechanic"?
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