subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
[personal profile] subplotkudzu
Something that came up in another thread that I wanted to yank out and discuss separately. It's both long and technical so it goes 
behind the cut.

Both  [personal profile] mylescorcoranand  [profile] notthebuddhaused the term "Effects based" to define systems like GURPS and CHAMPIONS, where powers are defined entirely by what they do, not how they do it. My 10d6 laser beam is mechanically identical to your 10d6 lightning bolt. From a game mechanics perspective it's a reasonable enough way to handle powers.

However, both then contrasted it to Narrative Based. Now, I don't see Effect being contrasted by Narrative - I see Effect as contrasted by Cause. In a Cause Based system, which is where I’d put Villains & Vigilantes, my 2d8 laser beam is substantially different than your 2d8 Lightning Bolt. It generates different outcomes, is more or less effective against different defenses, because the Cause - light vs. lightning - is just as important than the mechanical Effect of delivering 2d8 damage.

In most cases those attacks are defined as part of broader powers - Light Powers and Lightning Control - that give a variety of different effects. If I want to illuminate a room I can do it with Light Powers rather easily, radiating light of any intensity or hue; you can do it with your lightning control as well, but by making an arclight between your fingers for harsh glare and heavy shadows. I can precision melt a steel door, you can't, but you can short out a computer, or perhaps even control it. Some of these would come naturally, and there would be clear mechanics written on the character sheet; some would not, and would have to be invented during play - the system had rules for inventing as well, which were manipulated to this purpose.

To me, this is a better system, as it cuts closer to the reality of comics, and it's what I'd like to see in my supers setting construction kit. I see it as containing a certain comic book logic in the setting that the players can define. I know from experience that this definition will occur anyway in a long term, maintained world. The vagaries of dice and player choices over 20 years of the Variants universe meant that Lightning Control was nearly always tied to increased strength and agility - the lightning controllers would electrify their reflexes and galvanize their muscles. Light control was nearly always tied with heightened intelligence, as their thoughts moved at lightspeed. Flame powers carried super strength and endurance. This just fell out over time, and became an engrained part of the setting, as regular as people with flame powers being able to immolate themselves and fly. It made the Variants universe distinct from the Marvel and DC ones that it inevitably sprang from. That's what I want to present in the kit - the chance to build a distinct world that is not hindered by how useful someone else somewhere thought an energy blast would be compared to invisibility, or that everyone who can run fast can vibrate through walls. Maybe they can. And maybe invisibility is incredibly rare and useful, or common and predictable. But it's the players choice.

But the decision that light powers makes me smarter or lets me carve holes in walls isn't related to the Narrative in any way. Since by simple inference on the term Narrative, Narrative based powers means I can use my light powers in whichever way best improves the story. If that means thinking at lightspeed, I do that. If it means flying on a stream of hard photons, I do that too. I might not remember to do it next session when it wouldn't serve the narrative, but, hey, that happens in comics all the time. But I'm not interested in Narrative based powers because it's too free-form. I want mechanics on the sheet indicating how good I am with my Light Powers and what I have learned to do with it, with a broad understanding of what I won't be able to get it to do. I know the Cause, and I want the Effects to tie to that, not to be ends unto themselves or be dependent on the current story.

Mylescorcoran as said this " but it is very much in the broader sense (in the hobby) of Narrative as player-empowerment."

When did Narrative become player empowerment?

Narrativist means you're trying to craft a compelling, or at least interesting, story. Gamist means you're trying to set a enjoyable challenge within the rules. Simulationist means you're trying to accurately create a reality (even if that reality has rules totally unlike our own). In a Gamist setting I have the most player empowerment because I have, written on my character sheet, exactly what I can and can't do, and the GM is obliged to give me a puzzle I can solve. I have taken away power from the GM to do whatever he wants and given it to me in the form of crunchy bits on my character. In a Simulation I still have rules, and an even greater sense that the rules will be followed because they define the reality we're trying to simulate - I have been given no explicit or implicit promises that I won't be led by circumstance into events entirely outside my ability, but the world will work the way the world works. But in a Narrative game my power only extends as far as the GM's sense of the story - if we're at odds, I have no recourse other than leaving, and can get railroaded wherever he wants or be put through hell because it's more "dramatic". Any control I have is part of an implicit agreement that the GM will take my wishes into account in the direction of the story, which is only as good as the GMs word.

Now, I can guess that the mutation started because people enjoyed the Narrativist style but not the loss of control under a bad GM, and started developing rules for player empowerment to let give players more control in the direction of the story. Fine and dandy, but that's a Gamist solution - there are now contractual rules for setting an enjoyable challenge. Don't try to sell me that the enjoyable challenge for Narrativsts is "telling a good story" because in my youth I spent many a Gamist afternoon setting enjoyable challenges that, when we were done, made good stories - they weren't classic stories, but they also weren't always the ones told at cons that make no sense to the people who weren't there' because they're all about HP loss and Backstab opportunities. I'll accept a blending of the two under a new term (just like I prefer Genereist for games that blend Narrative and Simulation) but it takes some through-the-looking-glass logic to get to the point where Narrativist means Player Empowerment when it's the least Player Empowering of the styles. 

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subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
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