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General Tabletop Discussion
*TTRPGs General
What is a "Narrative Mechanic"?
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<blockquote data-quote="Fenris-77" data-source="post: 9142158" data-attributes="member: 6993955"><p>I think the use in this thread of several different terms to talk about the same ideas is perhaps confusing the issue. If we change adiegetic there to narrative (as I defined it upstream as mechanics that aren't based on possible character decisions in the moment) then those BitD mechanics do seem a little different from the basic attack mechanics or whatever in most games. Personally, I would agree that all three are primarily diegetic for much the same reasons as you outline but I also think that the issues some gamers have with those mechanics aren't actually anything to do with diegetic or not. As we are primarily discussing this at the theory level I think mechanics like flashbacks are different enough in important ways that they should probably have their own descriptor.</p><p></p><p>Specifically on the issue of dice pools I think a lot depends on the specifics. Stress in BitD, for example, I quite like because it is fairly easy to explain diegetically. Anyone who's ever played sports or done anything, really, that is stressful knows the feeling of being able to summon up reserves of energy and also completely running out of gas. That's not a scientific answer but it makes enough diegetic sense that it doesn't bother me from, say, an immersion standpoint.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 9142158, member: 6993955"] I think the use in this thread of several different terms to talk about the same ideas is perhaps confusing the issue. If we change adiegetic there to narrative (as I defined it upstream as mechanics that aren't based on possible character decisions in the moment) then those BitD mechanics do seem a little different from the basic attack mechanics or whatever in most games. Personally, I would agree that all three are primarily diegetic for much the same reasons as you outline but I also think that the issues some gamers have with those mechanics aren't actually anything to do with diegetic or not. As we are primarily discussing this at the theory level I think mechanics like flashbacks are different enough in important ways that they should probably have their own descriptor. Specifically on the issue of dice pools I think a lot depends on the specifics. Stress in BitD, for example, I quite like because it is fairly easy to explain diegetically. Anyone who's ever played sports or done anything, really, that is stressful knows the feeling of being able to summon up reserves of energy and also completely running out of gas. That's not a scientific answer but it makes enough diegetic sense that it doesn't bother me from, say, an immersion standpoint. [/QUOTE]
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What is a "Narrative Mechanic"?
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