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What is a "Narrative Mechanic"?
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<blockquote data-quote="Neonchameleon" data-source="post: 9150031" data-attributes="member: 87792"><p>This isn't about abstraction - almost the opposite. This is because hit points have a <em>concrete</em> effect (or lack of it) that has a direct concrete effect on any simulations.</p><p></p><p>Both Fate Core/Accelerated/Condensed and Blades in the Dark have fairly abstract combat rules - but in both games when you actually take an injury you then specify that and it has direct game mechanical implications whenever that injury is relevant even if in Blades it's normally something like -1 die. But it's there. And it gets in your way. And it can be examined.</p><p></p><p>By explicitly not having <em>any</em> penalties to anything for hit point loss D&D makes a concrete decision about world building and how mundane the characters aren't. And no it's not "a quantum state" and examining it isn't "quite jarring". It's a direct, concrete, clearly defined state. And it's not jarring in the slightest unless you were expecting something other than the clear and deliberate design decision to not have D&D characters take significantly injuries and becoming escalating networks of scars because it would lead to a less fun game. The only jarring thing is the mismatch between your expectations and what the D&D mechanics do.</p><p></p><p>Another game that makes a concrete decision that goes even beyond the D&D one is Tenra Bansho Zero. In that game you have three hit point tracks. You normally only use the first one that works more or less as D&D's. To open the second hit point track you just choose to say "I am willing to be injured for this" and get some bonuses - and to open the third you have to say "I am willing to die for this" and get bigger bonuses.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9150031, member: 87792"] This isn't about abstraction - almost the opposite. This is because hit points have a [I]concrete[/I] effect (or lack of it) that has a direct concrete effect on any simulations. Both Fate Core/Accelerated/Condensed and Blades in the Dark have fairly abstract combat rules - but in both games when you actually take an injury you then specify that and it has direct game mechanical implications whenever that injury is relevant even if in Blades it's normally something like -1 die. But it's there. And it gets in your way. And it can be examined. By explicitly not having [I]any[/I] penalties to anything for hit point loss D&D makes a concrete decision about world building and how mundane the characters aren't. And no it's not "a quantum state" and examining it isn't "quite jarring". It's a direct, concrete, clearly defined state. And it's not jarring in the slightest unless you were expecting something other than the clear and deliberate design decision to not have D&D characters take significantly injuries and becoming escalating networks of scars because it would lead to a less fun game. The only jarring thing is the mismatch between your expectations and what the D&D mechanics do. Another game that makes a concrete decision that goes even beyond the D&D one is Tenra Bansho Zero. In that game you have three hit point tracks. You normally only use the first one that works more or less as D&D's. To open the second hit point track you just choose to say "I am willing to be injured for this" and get some bonuses - and to open the third you have to say "I am willing to die for this" and get bigger bonuses. [/QUOTE]
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