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What is a "Narrative Mechanic"?
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<blockquote data-quote="TaranTheWanderer" data-source="post: 9135297" data-attributes="member: 15882"><p>I don't have an issue with the term itself. In fact, I actually like the term. I wasn't sure if it was being used as a way to purposefully misrepresent the point people were trying to make. That's why I asked.</p><p></p><p>The reason I like it is because I have a character (in a non-D&D game) who has a power that is, literally, a Quantum Tool Kit. It lets him do the bugs bunny thing and pull anvils out of his coat. It's a 'quantum' connection to his Super High Tech Pseudo-Science Workshop.</p><p></p><p>The mechanics work exactly the same as the 'Batman Belt', which lets you declare 'just the right tool for the job'. But there's an important distinction:</p><p></p><ul> <li data-xf-list-type="ul">The batman belt assumes Batman always had the gear on him. That he'd prepared it ahead of time.</li> <li data-xf-list-type="ul">The Quantum Tool Kit assumes that my character is pulling things from his Space-Time Workshop that exists in a pocket dimension.</li> </ul><p></p><p>Both affect the story in different ways even though the mechanic that allows each character to do that is the same. For example: If this was D&D and a room was under the effects of a 'Dimensional Lock', Batman would still be able to access his 'just the right tool', while Pseudo-Science guy wouldn't.</p><p></p><p>Which is why, similarly, for the Spell Component belt, the narrative is also important. Finding a new spell and learning it might mean that you don't necessarily have the component you need for that specific spell until you go to town where you can acquire it. It would be a reasonable assumption and ruling for the DM given the current story. As [USER=7025508]@Crimson Longinus[/USER] had pointed out earlier.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9135297, member: 15882"] I don't have an issue with the term itself. In fact, I actually like the term. I wasn't sure if it was being used as a way to purposefully misrepresent the point people were trying to make. That's why I asked. The reason I like it is because I have a character (in a non-D&D game) who has a power that is, literally, a Quantum Tool Kit. It lets him do the bugs bunny thing and pull anvils out of his coat. It's a 'quantum' connection to his Super High Tech Pseudo-Science Workshop. The mechanics work exactly the same as the 'Batman Belt', which lets you declare 'just the right tool for the job'. But there's an important distinction: [LIST] [*]The batman belt assumes Batman always had the gear on him. That he'd prepared it ahead of time. [*]The Quantum Tool Kit assumes that my character is pulling things from his Space-Time Workshop that exists in a pocket dimension. [/LIST] Both affect the story in different ways even though the mechanic that allows each character to do that is the same. For example: If this was D&D and a room was under the effects of a 'Dimensional Lock', Batman would still be able to access his 'just the right tool', while Pseudo-Science guy wouldn't. Which is why, similarly, for the Spell Component belt, the narrative is also important. Finding a new spell and learning it might mean that you don't necessarily have the component you need for that specific spell until you go to town where you can acquire it. It would be a reasonable assumption and ruling for the DM given the current story. As [USER=7025508]@Crimson Longinus[/USER] had pointed out earlier. [/QUOTE]
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