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The Pride Of Blue Rose
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<blockquote data-quote="Aldarc" data-source="post: 7719047" data-attributes="member: 5142"><p>That also makes sense. And for me it's within the space of the "one out" level that I have space for the narrativist leanings of Fate. </p><p></p><p>To briefly resume an earlier conversation: I do think that fate points exists within the blur of these two levels, which I can see how that I would be disruptive in some regards if you wanted to stay in that one level. Event-compels tend to be less controversial. Your character is "Bearer of the Heraldric Shield," so the GM compels that aspect such that someone recognizes that shield and wants it. In D&D, of course a GM could do this anway, but Fate really drives home that the character-you-make is the character-you-play, since the narrative is driven more by how you define your character (via aspects) than the mechanics of your character. The more controversial is the decision-compel. But when the GM 'compels' my character towards a decision, I primarily stay in my character's head space. But the GM's voice is that stray thought in the back in my mind, or that base instinct that I have for my character. Do I listen to it? Or do I buckle-down on my will and ignore/overcome it? </p><p></p><p>I generally regard fate points in the same realm as dice rolls (and asking the GM the usual "would it be possible if my character did this?") for my characters. Fate points are even on my character sheet. They are like hero points, but they are points that I may be rewarded for roleplaying my character well, much like inspiration dice, XP for good RP, etc. But this likely gets back to the familiarity and habit breeding effortless intimacy such that one does not have to leave character space to engage the rules. </p><p></p><p>There's a couple I know who are doing this, and they have had a good experience playing D&D this way. It would be interesting to try. But my current group size is five, which seems to be the magic number. It's basically the aforementioned couple, my fiance, her best friend, and I. It's a good group, because the people are socially stable. </p><p></p><p>Are you familar with Dungeon World (or Powered by the Apocalypse), as I wonder if that would also be conducive to your roleplaying style. Also, perhaps for the benefit of this thread, what are your thoughts, if any, on Blue Rose AGE?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7719047, member: 5142"] That also makes sense. And for me it's within the space of the "one out" level that I have space for the narrativist leanings of Fate. To briefly resume an earlier conversation: I do think that fate points exists within the blur of these two levels, which I can see how that I would be disruptive in some regards if you wanted to stay in that one level. Event-compels tend to be less controversial. Your character is "Bearer of the Heraldric Shield," so the GM compels that aspect such that someone recognizes that shield and wants it. In D&D, of course a GM could do this anway, but Fate really drives home that the character-you-make is the character-you-play, since the narrative is driven more by how you define your character (via aspects) than the mechanics of your character. The more controversial is the decision-compel. But when the GM 'compels' my character towards a decision, I primarily stay in my character's head space. But the GM's voice is that stray thought in the back in my mind, or that base instinct that I have for my character. Do I listen to it? Or do I buckle-down on my will and ignore/overcome it? I generally regard fate points in the same realm as dice rolls (and asking the GM the usual "would it be possible if my character did this?") for my characters. Fate points are even on my character sheet. They are like hero points, but they are points that I may be rewarded for roleplaying my character well, much like inspiration dice, XP for good RP, etc. But this likely gets back to the familiarity and habit breeding effortless intimacy such that one does not have to leave character space to engage the rules. There's a couple I know who are doing this, and they have had a good experience playing D&D this way. It would be interesting to try. But my current group size is five, which seems to be the magic number. It's basically the aforementioned couple, my fiance, her best friend, and I. It's a good group, because the people are socially stable. Are you familar with Dungeon World (or Powered by the Apocalypse), as I wonder if that would also be conducive to your roleplaying style. Also, perhaps for the benefit of this thread, what are your thoughts, if any, on Blue Rose AGE? [/QUOTE]
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