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What's general feel / vibe of FATE-based systems?
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<blockquote data-quote="Walking Dad" data-source="post: 5715675" data-attributes="member: 59043"><p>I just want to describe actions because I'm a <u>role</u>-player, not to activate bonuses for myself. The game can become a description contest where everyone tries to get the most benefits from trying to include 'everything' in their descriptions. It makes the 'role' part work and rules intensive.</p><p></p><p>---</p><p></p><p></p><p>And this is where 'power-gaming' people try to get the most universal Aspects to get most screen time for having.</p><p></p><p>The 'forced <strong>role</strong>-playing' is IMHO bet for groups that don't enjoy power-gaming, but have not enough motivation to describe action etc. just for doing that. These groups, FATE can help to bring 'color' to their games.</p><p></p><p></p><p>Active group of players also means a highly shared sense what would work in the game-world.</p><p>Tactics are: "how can I use the scene for best describing a feature that will give a bonus."</p><p></p><p></p><p>The character creation is rules light-medium, but actual play requires a constant concentration on how aspects work and how they can be used.</p><p>The extensive descriptions and forethought how to best activate multiple aspects can slow the turns of less creative players.</p><p></p><p></p><p>This depends on taste. I started with AD&D 2nd and played some retroclones of earlier variants. IMHO it doesn't feels like it.</p><p></p><p>The biggest opposite in feel, IMHO, would be D&D 3.5 / Pathfinder & GURPS. Many specific rules and tables with more specific rules covering anything.</p><p></p><p>---</p><p></p><p>As you may have concluded, I'm not a big fan of FATE, but more of more 'traditional' games with FATE-like aspects (no pun intended).</p><p></p><p>For this see:</p><p></p><p>ICONs</p><p>Cortex Plus</p><p>Mutants & Masterminds Hero Points mechanic.</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5715675, member: 59043"] I just want to describe actions because I'm a [U]role[/U]-player, not to activate bonuses for myself. The game can become a description contest where everyone tries to get the most benefits from trying to include 'everything' in their descriptions. It makes the 'role' part work and rules intensive. --- And this is where 'power-gaming' people try to get the most universal Aspects to get most screen time for having. The 'forced [B]role[/B]-playing' is IMHO bet for groups that don't enjoy power-gaming, but have not enough motivation to describe action etc. just for doing that. These groups, FATE can help to bring 'color' to their games. Active group of players also means a highly shared sense what would work in the game-world. Tactics are: "how can I use the scene for best describing a feature that will give a bonus." The character creation is rules light-medium, but actual play requires a constant concentration on how aspects work and how they can be used. The extensive descriptions and forethought how to best activate multiple aspects can slow the turns of less creative players. This depends on taste. I started with AD&D 2nd and played some retroclones of earlier variants. IMHO it doesn't feels like it. The biggest opposite in feel, IMHO, would be D&D 3.5 / Pathfinder & GURPS. Many specific rules and tables with more specific rules covering anything. --- As you may have concluded, I'm not a big fan of FATE, but more of more 'traditional' games with FATE-like aspects (no pun intended). For this see: ICONs Cortex Plus Mutants & Masterminds Hero Points mechanic. [/QUOTE]
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What's general feel / vibe of FATE-based systems?
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