So you are claiming that at a high level and in a general sense D&D 5e Bonds/Flaws/Ideals and Inspiration can't serve the same purpose as Aspects... Yeah we are just going to have to agree to disagree. While it is up to the group to push those mechanics to the forefront in D&D it is also up to the group in a FATE game to engage with aspects and the FATE economy as opposed to skills, stunts, etc. So no I've seen no valid push back on this only when it comes to details and whether they can perfectly mimic the FATE mechanics as opposed to the general purpose... which again I'll state I never claimed.
You can feel free to agree to disagree all you want, but that does not make your assertions true. "At a high level and in a general sense" appears to mean to you "at an overly broad and an incredibly superficial sense devoid of any actual meaning or substance for the sake of false equivalence." I don't think that Inspiration can serve the same purpose as Aspects because Aspects are simply far too encompassing in the gameplay for Inspiration to keep pace, whether at a high level, a medium level, or a low level.
Inspiration is a rule the game master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.
At a high level, Inspiration exists as a reward for roleplaying. The problem with Inspiration as written is that it is mechanically dissociated from its own description above after the bold. Once you have Inspiration - regardless of how you got it - it can be used on anything outside of your BFI and only on attack rolls, skill checks, and saving throws. And only with advantage. You either have it or you don't. There are no Inspiration pools.
Contrast this with Fate:
You use tokens to represent how many fate points you have at any given time during play. Fate points are one of your most important resources in Fate—they’re a measure of how much influence you have to make the story go in your character’s favor.
You can spend fate points to invoke an aspect, to declare a story detail, or to activate certain powerful stunts.
You earn fate points by accepting a compel on one of your aspects.
And that is the high level meaning and general purpose of fate points in Fate. It is not about "good roleplaying," but a character's story influence.
Players spend them in order to be awesome in a crucial moment, and they get them back when their lives get dramatic and complicated. So if your fate points are flowing the way they’re supposed to, you’ll end up with these cycles of triumphs and setbacks that make for a fun and interesting story.
At a high level, Fate points exist to fluctuate the narrative drama of play. Fate points do not exist as a reward for roleplaying. They exist as an incentive for accepting story complications that apply to your character: compels, invokes against you, and conceding a conflict.
Again I started from and have been talking at a high level... I have claimed that 5e inspiration along with bonds/ideals and flaws can do the same "what" as FATE's aspects and FATE points for players in a D&D game, not that the "How" is the same, that's what I wanted to discuss the differences around.
Is that the same "what" though? Isn't that a positive assertion that requires you to provide evidence and not us to prove that it's different?
In Sum at a High Level:
* D&D 5E: Inspiration exists as a reward for roleplaying to gain advantage on a given attack roll, saving throw, or ability check. They are a carrot for roleplaying.
* Fate: Fate points exist as a way for the player character to influence the story. They are a stick players can use on the story.
IMHO, these are two distinct general purposes.
I asked for details because I thought it would be interesting to compare the how in each game... remember my list of questions... but instead of taking it as a prompt for discussion and analysis you and ABDULahzared took it as some type of attack on FATE or indie games or I don't know exactly... and even here you've decided my argument for me byt stating I am saying D&D 5e can do everything FATE can do... that's not what I posted and it's never been my argument that's your takeaway after getting offended and extrapolating from my post.
So what deeper argument am I supposed to take away from your post where you say:
They give you bonuses to rolls just like inspiration does. You receive them for roleplaying your character... just like inspiration. And as for aspects in scenes.... it's no different than terrain, hazards, etc. in D&D (Yes the mechanical implementation is different because they are different games... but they serve the same purpose).
In fact I'd go so far as to say if you removed FATE points and aspects from the game you would still have a perfectly playable albeit highly generic system called FUDGE. It is literally, exactly what you accuse D&D 5e of being... a pre-existing system with narrative elements slapped on it.
Do you really not expect any backlash when you describe Fate, much less any game, with this shallow of a reading? Do you not expect any backlash when you implicitly accuse me of being a hypocrite?
I guess if you attribute it to me enough times it'll stick.
Because at this point I wanted to clarify my actual argument so YOU understood my position (which as I stated before you seem to be making a habit of misconstruing).If my position is unclear how are we going to have an actual discussion about it. You will always view and approach my posts as if I am trying to one up or prove something I'm not and that will most definitely color the conversation (as it already has since the past couple of posts I've gotten from you have been filled with that snark you felt so keen to lecture me on earlier.).
I'm willing to discuss but it has to be in good faith and without viewpoints and arguments being ascribed that were never made and honestly you don't seem like that's the place you want to approach this from right now. But please if you really would like some discussion and an exchange of viewpoints then let me know and I'd be more than happy to engage you
You want a discussion in good faith? Then stop trying to dig your claws back into people like you are doing above with your double-speak, because that's just dispelling any notion of your good faith right there. If you can cut this sort of stuff out, then we can proceed.
No it doesn't you've shown that FATE 's mechanics are very focused on a particular experience how does this speak to flexibility.
When did I do that? I have discussed Aspects and Fate points and how they are comparable to 5E Inspiration, which is what I was asked to detail.
Can FATE provide a tactical experience if one player in the group wants that?
War of Ashes. Also, the Create an Advantage action is what my D&D tactical players drool over.
Do it's mechanics support the type of customization and build choices that a powergamer would enjoy?
Venture City, Atomic Robo, Jadepunk, Fate Freeport, Dresden Files Accelerated, Mindjammer, Eclipse Phase, Wearing the Cape, etc. Base customization is fairly free reign, especially when it comes to Aspects and Stunts, which are mostly build-them-yourself with examples.
Can you play casually without fully engaging with FATE's mechanics and the game not suffer?
Can you play D&D without fully engaging with D&D's core mechanics (e.g., classes, races, spells, combat, skill checks, etc.) and the game not suffer? But yes, you can certainly casually play Fate.
Can a player focus purely on combat if he is a butt-kicker type?
Yes, why couldn't he in Fate? But can a player focus purely on non-combat in D&D without being saddled with combat viability via classes?