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What is a "Narrative Mechanic"?
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<blockquote data-quote="Neonchameleon" data-source="post: 9135060" data-attributes="member: 87792"><p>Your understanding is simply not true. The decision of what to carry was made by Batman based on a likely threat assessment made from a mix of logic and gut instincts based on subconscious clues and the fact he can fit multiple things into each of the dozen or so pouches of his utility belt. From a dozen pouches and three items per pouch, less a couple of pouches for standard stuff (Bat-grapnel, batarangs, bat-cuffs) Batman should literally have thirty utility items on him at any given time.</p><p></p><p>And the utility belt for someone as prepared as Batman is going to be modular - or he has several possible choices of belt. This means that you have basically three options:</p><ul> <li data-xf-list-type="ul">Play an absurdly fiddly character who chooses thirty utility items out of a hundred every single time he suits up.</li> <li data-xf-list-type="ul">Approximate with mechanics that produce the right overall effect but allow you to play the game without tracking a spreadsheet</li> <li data-xf-list-type="ul">Not play Batman. Which is to many not an acceptable outcome.</li> </ul><p>But declaring Batman's utility belt to be "quantum gear" is to declare the sounds and smells of the world to be non-existent unless they are directly relayed through the DM's mouth. A character is going to decide to not step in a cowpat without the DM or the players ever needing to note the existence of that cowpat.</p><p></p><p>You seem to be treating the game rules as a physics engine - and as I've said repeatedly that turns the DM into an inferior computer. I treat the rules as a user interface to an approximation of an underlying real setting.</p><p></p><p>And the problem isn't that this approach has "quantum gear". It's that you consider it to be badwrongfun. I'm not sure whether it's because you don't understand the approach and reasoning or because you refuse to.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9135060, member: 87792"] Your understanding is simply not true. The decision of what to carry was made by Batman based on a likely threat assessment made from a mix of logic and gut instincts based on subconscious clues and the fact he can fit multiple things into each of the dozen or so pouches of his utility belt. From a dozen pouches and three items per pouch, less a couple of pouches for standard stuff (Bat-grapnel, batarangs, bat-cuffs) Batman should literally have thirty utility items on him at any given time. And the utility belt for someone as prepared as Batman is going to be modular - or he has several possible choices of belt. This means that you have basically three options: [LIST] [*]Play an absurdly fiddly character who chooses thirty utility items out of a hundred every single time he suits up. [*]Approximate with mechanics that produce the right overall effect but allow you to play the game without tracking a spreadsheet [*]Not play Batman. Which is to many not an acceptable outcome. [/LIST] But declaring Batman's utility belt to be "quantum gear" is to declare the sounds and smells of the world to be non-existent unless they are directly relayed through the DM's mouth. A character is going to decide to not step in a cowpat without the DM or the players ever needing to note the existence of that cowpat. You seem to be treating the game rules as a physics engine - and as I've said repeatedly that turns the DM into an inferior computer. I treat the rules as a user interface to an approximation of an underlying real setting. And the problem isn't that this approach has "quantum gear". It's that you consider it to be badwrongfun. I'm not sure whether it's because you don't understand the approach and reasoning or because you refuse to. [/QUOTE]
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