ADVOCACY NARRATIVISM
PART THREE:
MECHANICS AND ACT
So far we have four
spokes in the ACT circle. Some games add more and we’ll go over
these now.
PLAYER (DIS)INCENTIVES
Sometimes you’ll
add another spoke from carrot and stick (incentive) mechanics. These
can come from two sources.
Fictionally
triggered: If you drink blood you get XP.
Player triggered: If
you allow me to persuade you you get XP.
My view is that
these two things are kind of different and should be treated as such.
Fictional triggers
that provide incentive allow you to position/jostle your character
into a position where the incentive can trigger. ACT should still be
in play when you make the decision and pull the trigger though.
Sue is playing Eve,
a vampire. Sue wants that sweet XP and so she arranges for a
situation where she is alone with Josh.
Situation one: Josh
is talking crap and Eve sneaks up behind him and (ACT) bites his
throat.
Situation two: Josh
is talking crap and Eve sneaks up behind him, Josh turns around, fear
in his eyes (ACT), upon seeing Josh’ fear, Eve can’t go through
it. Damn, Sue really wanted that sweet XP.
I don’t add
fictional triggers into the ACT circle.
Player triggers act
as a direct spike in the ACT circle. This is because role-playing is
after all a social activity. A player trigger is a request for you to
perform an action and so I think it should be given some weight.
Example: ACT CIRCLE
4
MECHANICALLY
MANDATED V WEIGHTED
Mandated: So in some
cases your actions are mandated and there is no ACT involved. If the
results of a failed fear check say you must run screaming, then you
must run screaming.
Weighted: Other
times certain mechanics will change your interests. For example you
might drop below 2 blood points, in which case ‘need to drink
blood’ becomes a fairly high priority in your interest hierarchy.
Again though, ACT is in effect, if you think the situation is such
that you wouldn’t drink blood. Then don’t. Weighted mechanics
don’t dictate you do a specific thing, they do demand that you add
weight to certain interests.
Note that I’ve
drawn a distinct line between these categories but in practice it can
be quiet fuzzy, depending on the mechanic.
GAME SITUATION:
MANDATED v WEIGHTED v FUNCTIONAL
Some games are
explicit about certain interests. For example if a text states ‘your
characters start off as friends’. Then that’s something that goes
in the ACT circle. If a text states ‘your characters start as
friends and must remain friends’. That it doesn’t go in the
circle because no decision is made.
Sometimes the
situation mandates such things implicitly. It’s up to a given group
to negotiate whether certain interests are allowed. Like if you want
to play a game set in a stock brokering firm, then having the
interest ‘become a chef’, might be problematic. Then again it
might not.
Sometimes the game
requires you weight interests a certain way based on the premise. If
Vampires are meant to be secret, then you’re not forbidden from
revealing yourself, but the game asks you add weight to secrecy. Such
that revealing yourself is a big deal.
Sometimes the game
requires certain interests to function. For instance in some games
it’s fine to have a callous disregard for human life, in others it
might just break the game.

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