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is it me? FFG Star Wars
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<blockquote data-quote="Umbran" data-source="post: 6387461" data-attributes="member: 177"><p>The FATE Accelerated SRD itself has an entire section of "<a href="http://fate-srd.com/fate-accelerated/telling-stories-together" target="_blank">Telling Stories Together</a>".</p><p></p><p>The FATE Core SRD has this to say:</p><p></p><p>"<em><a href="http://fate-srd.com/fate-core/running-game#drama-is-better-than-realism" target="_blank"><strong>DRAMA IS BETTER THAN REALISM</strong></a></em></p><p><em></em></p><p><em>In Fate, don’t get too bogged down trying to maintain absolute consistency in the world or adhere to a draconian sense of realism. The game operates by the rules of drama and fiction; use that to your advantage. There should be very few moments in the game where the PCs are free of conflicts or problems to deal with, even if it’d be more “realistic” for them to get a long breather.</em></p><p><em></em></p><p><em>When you’re trying to decide what happens, and the answer that makes the most sense is also kind of boring, go with something that’s more exciting than sensible! You can always find a way later on to justify something that doesn’t make immediate sense.</em>"</p><p></p><p>They don't use the word "narratively" specifically, because that's a Forgism you'd not expect most folks to know. But that section, right there, seems pretty explicit, clear, and straightforward. That's not an implication, but a straight up statement that story, narrative, drama, are the key to FATE.</p><p></p><p></p><p></p><p>I certainly do understand that. But, for whatever style of game people want to play, they should pick the appropriate tools. You don't pick up a baseball when what you want to play is soccer. If the players are new to RPGs, or if the rules are not clear about what the game is designed to do, we can have some sympathy for folks. But, when you do know your style, and the game is clear about style (as FATE is, demonstrated above), and you play a mismatch, then you lose the right to gripe about how the game performs. </p><p></p><p></p><p></p><p>FATE doesn't do horror well, but I think you get the reasons wrong. FATE gives the GM and players great control over pace and flow. That's not the problem.</p><p></p><p>However, the base assumption of FATE is that characters are <em>competent</em> (FATE SRD: "<a href="http://fate-srd.com/fate-core/game-creation#competence" target="_blank">What Makes a Good FATE Game: Competence</a>"). The characters are the right people for the job, and they are involved because they have a good chance of being able to resolve it for the better.</p><p></p><p>This, of course, is contrary to the needs of horror. Fear and dread call for character that are pretty clearly in over their heads, ignorant of what they're up against, and in some major sense fragile and vulnerable. Generally, in horror, the characters are busy responding to the works of the villain/antagonist, in a responsive mode. Meanwhile, <a href="http://fate-srd.com/fate-core/game-creation#proactivity" target="_blank">FATE calls for them to be proactive</a>.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6387461, member: 177"] The FATE Accelerated SRD itself has an entire section of "[url=http://fate-srd.com/fate-accelerated/telling-stories-together]Telling Stories Together[/url]". The FATE Core SRD has this to say: "[I][url=http://fate-srd.com/fate-core/running-game#drama-is-better-than-realism][B]DRAMA IS BETTER THAN REALISM[/B][/url] In Fate, don’t get too bogged down trying to maintain absolute consistency in the world or adhere to a draconian sense of realism. The game operates by the rules of drama and fiction; use that to your advantage. There should be very few moments in the game where the PCs are free of conflicts or problems to deal with, even if it’d be more “realistic” for them to get a long breather. When you’re trying to decide what happens, and the answer that makes the most sense is also kind of boring, go with something that’s more exciting than sensible! You can always find a way later on to justify something that doesn’t make immediate sense.[/I]" They don't use the word "narratively" specifically, because that's a Forgism you'd not expect most folks to know. But that section, right there, seems pretty explicit, clear, and straightforward. That's not an implication, but a straight up statement that story, narrative, drama, are the key to FATE. I certainly do understand that. But, for whatever style of game people want to play, they should pick the appropriate tools. You don't pick up a baseball when what you want to play is soccer. If the players are new to RPGs, or if the rules are not clear about what the game is designed to do, we can have some sympathy for folks. But, when you do know your style, and the game is clear about style (as FATE is, demonstrated above), and you play a mismatch, then you lose the right to gripe about how the game performs. FATE doesn't do horror well, but I think you get the reasons wrong. FATE gives the GM and players great control over pace and flow. That's not the problem. However, the base assumption of FATE is that characters are [I]competent[/I] (FATE SRD: "[url=http://fate-srd.com/fate-core/game-creation#competence]What Makes a Good FATE Game: Competence[/url]"). The characters are the right people for the job, and they are involved because they have a good chance of being able to resolve it for the better. This, of course, is contrary to the needs of horror. Fear and dread call for character that are pretty clearly in over their heads, ignorant of what they're up against, and in some major sense fragile and vulnerable. Generally, in horror, the characters are busy responding to the works of the villain/antagonist, in a responsive mode. Meanwhile, [url=http://fate-srd.com/fate-core/game-creation#proactivity]FATE calls for them to be proactive[/url]. [/QUOTE]
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