Hmm, I just don't see it as Cause-based vs. Effect-based. Effect-based is a mechanical approach, where cause-based presupposes that the group (players and GM) have a means of deciding what is appropriate for a certain power (or origin, or what have you) and thereby what gets into play. From that perspective, Cause-based shades into simulation, where what works or doesn't work as an application of a power is decided by not by story or player concerns, but by the consensus of what's right for the world/setting.
I don't buy that Narrative means (solely) interest in and techniques for crafting a story. The idea that "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" is a nonsense compared to the actual rules of, say, Dogs in the Vineyard, which I would take as very much a Narrativist game, but one without a central 'story authority'.
No one of the Big Model agendas is more or less player-empowering, I feel, though I'd be willing to accept that everyone (GM included) in a Simulationist game gives over some (even most) power to the setting, or shared fictional world and its rules.
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Date: 2008-04-11 01:03 pm (UTC)I don't buy that Narrative means (solely) interest in and techniques for crafting a story. The idea that "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" is a nonsense compared to the actual rules of, say, Dogs in the Vineyard, which I would take as very much a Narrativist game, but one without a central 'story authority'.
No one of the Big Model agendas is more or less player-empowering, I feel, though I'd be willing to accept that everyone (GM included) in a Simulationist game gives over some (even most) power to the setting, or shared fictional world and its rules.