There's the stunts which can cost FATE points to use but also the expenditure of FATE points to modify story details which also don't have to be tied to an in-game Aspect...
My reading of FATE Core is that modifying story details DOES require an Aspect. This can be against your own characters aspects, or against an aspect of another character (NPC or PC) or an aspect of the scene, including one introduced in play. Stunts I'm not so familiar with, but given that the build process heavily restricts their availability I'd consider them to be intermediate between an aspect (a rather narrow one) and something like a 4e power.
Well again my original contention was not that 5e can replicate FATE but that a player who enjoys storytelling/narrative elements in play can be served by this part of the D&D 5e rules. This was with the later caveat that they aren't trying to replicate a specific system (since again I would expect them to play said system) but in the situation where it is a group of players with differing desires/draws for their rpg fun trying to each find their enjoyment in a single system. It was my contention that this is a strength of more mainstream games.
and my counterpoint is that this would be true only if a player has a very casual interest in that sort of thing and isn't interested in it being an important part of play. I'm not contradicting you, I'm simply pointing out that its a very limited thing and thus it will only satisfy few of the people would would want to play that way, and is a pretty limited/poor introduction to the whole concept for others.
I think we are in general agreement here, I think the matter may be getting blurred because others do seem to be arguing there is no similarity which I actually don't agree with. But taken in the context of my intital premise around a mixed group would you say that the Bonds/Ideals and Flaws along with Inspiration can give a storyteller/narrative leaning player some of what he is looking for?
As I say, some. A limited amount. I didn't find them very satisfactory in my play of 5e. I had PIBFs on my main character, and a background. I certainly used them as a rough guide to play. We really didn't mess with alignment but it was roughly similar in impact to what alignment would be, but a little more specific. I did hanker for more, and at the same time the lack of attention on that system kind of made it fade from mind and we didn't really engage with Inspiration at all.
But my argument was never that they were the same game... to me this seems self-evident and that is perhaps why I didn't clarify it early since I thought my original presentation of the group of mixed players was the context in which the discussion was taking place.
Well, I am pushing against the point where you made a case for there being a strong similarity, with each game being basically a skill-based system with some story-focused mechanics added on. I know you have backed off a bit from that position. Anyway, I think we're on the same page.
Well I am speaking to FATE core and it's defaults... if not do we then consider all variations of the d20 game engine as well? The default for FATE core is skills, stunts, aspects, etc...
OK, you want to use d20 as your comparison? It has nothing in the way of story telling mechanics that I'm aware of (but I'm pretty ignorant of the details of d20). Obviously you can probably find ANYTHING somewhere in d20, but I would point out that such rules are CORE in FATE, so they pretty much always exist in all of FATE, just with variations. And my point stands, what FATE inherits from FUDGE (which includes skills, and stunts) it uses very differently. So really a good comparison would have to be a core system derived FROM d20 which adds in FATE-like mechanics and then uses variations on d20 plus that core for different genres. That also may exist, I don't know....
Can you also understand how, even from this description of FATE, someone could see skills as the main drivers and aspects simply the add-ons that modify their usage...
Well, not if they really played a FATE-based game much. They would almost immediately understand how it is the story-telling FATE point economy part of the game which drives things. If you played D&D for 10 years and then read FATE Core you might think of Aspects et al as just some minor subsystem, despite it taking up a good part of the rules, but you'd learn different after 1 day of playing SotC!
Yes but FATE has defaults which are assumed...and FATE Core with said defaults is a perfectly playable system. You have to create a campaign world (same as D&D) but other than that it's a complete system.
I would consider it to be similar to the BRP or GURPS core rules. A GM could make a bunch of decisions about which options to use, what elements to exclude, etc. and make a sort of vanilla skill-based game of genre X using BRP (for example). I would not call it a complete game on that basis alone. Its close, and might have the elements you need for a specific one-shot or something, but you WILL need genre-related rules and some thematic elements (think of CoC's sanity rules for example) to make it really work. Likewise with FATE Core. Its a bit looser system, but you will still need to make a bunch of decisions and add some elements to really make a decent game.
I feel like this is treading in the same water as a DM kitbashing D&D... What if any do you see as the fundamental difference?
Would you rather discuss one specific FATE-based system? There are 100's and I'm not sure which ones we would both be familiar with. I merely discussed FATE because it does have highly developed story-based mechanics and it provides at least a general sort of basis of other subsystems a game needs.
I'll agree to disagree here since in FATE core I see the skills as more important at a practical level... but I can also see your viewpoint. That said, I just don't think I'm convinced of your viewpoint when I see an actual game of FATE being run by one of it's designers and skills are being leveraged as much if not more than aspects in play...
https://www.youtube.com/watch?v=NOFXtAHg7vU
I don't know what to tell you really. When I've been in some of these games we were constantly playing off of aspects. I mean, skills (etc.) provided a part of the game, but it was the aspects that decided what you WANTED and thus what you would 'go for'. If you weren't engaging some sort of aspect in some fashion, usually one of your own, then all you had was basic checks with fixed skill bonuses. It gives you a 'how did I succeed on this' but not a WHY, or a 'what do I want to do' either. The game is also a scene-framed game in essence, so it can only move forward into engagement with Aspects, high concepts, troubles, etc. Skills come into play, but rarely, if ever IME, outside of the context of an aspect.
Again I disagree. Now I'll admit it's a more universal game than D&D but I don't think FATE Core is incomplete or that one would be incapable of running a game using just FATE core.
Could you run a game, in the sense of "I can use the subsystems to adjudicate things which happen", yes. But you lack all but the most rudimentary trappings.
These are variants though, FATE core is a playable game from the FATE rulebook.
Actually I went back through my FATE 2.0 Core book and I have to say, it is a LOT more generic and less "playable off the shelf" than even I remembered. First of all it isn't ANY more specific than FUDGE, and uses basically just about the same mechanics. This means you don't have any definitive list of skills. Instead you have 3 possible types of skill system, broad, general, or specific, which you can flesh out. There are lists of skill names, as examples, for each of these three within categories. Before you could pick skills you would have to decide which of the three systems you were using, and make an actual definitive list of skills. Then you would have to describe them all (because there are no descriptions of what they cover in FATE 2.0).
Likewise you have aspects and extras. Aspects are generally assumed to be open-ended, but this is not strictly required. Still, you could assume so and play a game. Extras could be ignored, but otherwise they will have to be devised, and they're often the genre-defining parts of the game. They are not detailed except for a few examples.
Other subsystems are mentioned as possibilities, generally in chapter 9 under "magic". This could be reflavored to most anything though (psionics, tech, etc.). However there are simply many options provided, each of which would have to be fleshed out to be playable.
Now, maybe later versions of FATE are different. 'FATE 3' IS SotC, which is a complete game, but is a bit different, though it is essentially similar to FATE 2.0 from what I can see, except restricted to the pulp genre. The '4th Edition' Fate Core I haven't read, maybe it is more fleshed out. Looking at the SRD for that I guess it really depends on which things you consider to be part of 'Core', since the SRD encompasses 7 entire RPGs! If FATE 2.0 is marginally playable with some assumptions, then I guess you could say Fate Core plus the toolkits and SRD versions of the various RPGs is a lot more fully playable. Core by itself still seems to require some fleshing out though.
I think 5e through it's different combat actions, different effects, more precise movement, various spells class and racial abilities for combat, etc. is by default a more tactical game than FATE where the tactical decisions seem to boil down to create an advantage (which is the same set of possible effects irregardless of what advantage is created), overcome (yes I missed this one last time) attack or defend.[/QUOTE]