What is a "Narrative Mechanic"?

hawkeyefan

Legend
What I find weird in this (and many previous) discussions about narrative games and narrative mechanics is that people who seem to like games where such mechanics are prevalent, nevertheless often try to deny that there is anything that differentiates those mechanics. I don't get it. Like I recently made a Blades in the Dark character, and have tried to familiarise myself with that game and I hopefully soon get to play it. That game certainly has a bunch of narrative mechanics, most prominently flashbacks and quantum gear. And that's fine!

But I don't get people who insist that narrative games play differently yet when we are trying to label mechanics as narrative they fight against it and insist that there is no difference. Like what? o_O

Maybe “narrative mechanics” is a mushy term?
 

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pemerton

Legend
What I find weird in this (and many previous) discussions about narrative games and narrative mechanics is that people who seem to like games where such mechanics are prevalent, nevertheless often try to deny that there is anything that differentiates those mechanics. I don't get it. Like I recently made a Blades in the Dark character, and have tried to familiarise myself with that game and I hopefully soon get to play it. That game certainly has a bunch of narrative mechanics, most prominently flashbacks and quantum gear. And that's fine!

But I don't get people who insist that narrative games play differently yet when we are trying to label mechanics as narrative they fight against it and insist that there is no difference. Like what? o_O
Maybe “narrative mechanics” is a mushy term?
On top of that, the key difference between (say) playing AD&D 2nd ed in a fairly conventional fashion, and playing Apocalypse World, sits on the GM side.

Yes, the player-side design of AW is also different, in that the basic moves are deliberately chosen to channel the crunch and climaxes of play in a particular direction. But the actual play of them is not significantly different: when you declare an action for our PC that triggers a player-side move, you make the roll, add your bonus and see what happens. Again, it is on the GM side that the adjudication of the move results is different.
 


aramis erak

Legend
I am not sure how spending a Fate point to create something in the environment is narrative, while "Create an Advantage" is not. Indeed, I think the former was dropped largely because the latter ate its lunch. Both are ways for the player to create a new truth in the narrative. The latter may be more diegetic than the former, but the results are otherwise similar.
DOing so based upon an aspect isn't. Doing so to find, say, a fire extinguisher in the middle of a swamp without a pre-extant story reason is.
Keep in mind that for me, I define "Narrative Mechanic" as one affecting the story state without prior basis in the story state...
That same mechanic, BTW, exists in FFG SW, too.

The fate point has no existence in the story state, only the mechanical one. It's not a narrative mechanic much of the time, only when it's used to directly create elements in the fiction (be they aspects, items, or whatnot, (and remembering that Fred Hicks has at one point stated (paraphrased): Everything is either a character or an aspect,) that aren't justified by elements already in the fiction.
 


doctorbadwolf

Heretic of The Seventh Circle
Well, the payoff is clearly "doin' it right" and smugly feeling smarter than a famous author, via the process of going through a fantasy story and, free of author force, sense of drama, or the like, viciously subverting its tropes for maximum advantage & efficiency.
And getting eaten by Nazgûl mounts and effectively handing the ring to Sauron, of course.
 

Umbran

Mod Squad
Staff member
Supporter
Keep in mind that for me, I define "Narrative Mechanic" as one affecting the story state without prior basis in the story state...
That same mechanic, BTW, exists in FFG SW, too.

Unless you are specific about what "affecting the story state" is, that would seem to equate to the same "all adiegetic mechanics are narrative" which I don't find to be useful.
 



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