Why Do You Hate An RPG System?

Oh, some of the games we played back then, I look at them now and wonder how we put up with it!

Almost all the games that came out in the late '80s and early '90s had as a design paradigm that no amount of fiddliness was too much, if it brought you closer to the elusive goal of "realism".

Mark Rein-Hagen's I Am Zombie and Evil Hat's Agon both spring to mind. In IAZ, there was a high chance of taking damage from any ability check or attempt to use your special powers. In Agon, the damage done to you took the form of reduced dice size (ie. a d10 in strength would go down to a d8, and so on). I can't recall if similar damage was done on a failed ability check or all ability checks.

That sort of thing means that you just sort of get worse and worse as you play the game - I get what they were going for conceptually, but it just is so unfun to me.

I haven't encountered that. Example?
 

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I can't think of any RPG systems I hate.....I feel like if I don't like a system, I don't play it, so it's not around long enough for me to hate. I'd think that to hate a game, you'd have to somehow be forced into playing it over and over.

I recently played a bit of the 2d20 system in a short Star Trek campaign. I found some of the mechanics a bit odd, but others were pretty compelling. I liked the team mechanics of Momentum and Threat, and I liked the mix and match combination of Attributes and Skills. Beyond that, I don't know how much else I really liked. The game seems to be set up to be very linear.....the hierarchy at play in Starfleet and each character being a specialist in a certain area really divided play up in a way I didn't like. It felt railroady and that character niche was too much of a focus.

Rifts was mentioned, and although I haven't looked at that game in years, I remember the only thing worse than the rules was layout and organization. It took a real long time to make a character, and then you wound up using about 25% of the caracter's stats in play. But it had a lot of cool ideas and concepts as far as setting goes....just poorly designed.

Beyond those examples, one from recent memory and one from long ago, and neither of which I hated, I can't think of any other systems that got a strong negative reaction from me.
 

I wouldn't call it hate but I don't play modern or future games with leveling mechanics. I just don't like it.

I also don't like it when games fail to understand the probabilities of the mechanics involved. Deadlands poker hand mechanic was an issue there. Love the game setting but the mechanics created probability issues.
 

@Ratskinner: Your complaint about my complaint has two parts, and I'll deal with the easier one first.



Yeah, but it also really has nothing to do with my complaint. As a concept, I don't mind Fate points for example. Nor do I mind the much more interesting mechanically similar concept of Force points in Star Wars D6. It's OK to have a resource that effects the story, and it's even more OK when that resource has an in universe explanation and further is limited enough that the player is motivated to only use it at appropriately dramatic moments.

Yeah, I was referencing the more general complaint. Sorry if that sounded too pointed at you.

So your comparison to D&D alignment is apt. Essentially you are being asked to construct a mini-set of core beliefs and personality traits that will define your character, and unlike alignment you get to define it. All that is apt, as is you noting that if the DM is heavy handed about how he interprets alignment, and uses it to compel the player with the threat of punishment hanging over there head, that is very much the same sort of problem I'm talking about. Many people have had this bad experience with alignment and so want nothing more to do with it, and I totally get that. But the Aspect system actually sets this up as a core quality of the game, and it's not really the compels that bother me (though those could be heavy handed as well) but the whole system. In other words, it's not even primarily the potential loss of agency here, it's that system encourages bad RPing in my opinion.

I'm sure you can imagine I find this quite curious, as my experience with Fate is very different.

I think what the designers wanted was to create a system that rewarded the player for playing his character "in character" and in a dramatic fashion.

No argument.

But what they actually created was a system that rewards playing a character in a simplistic exaggerated fashion.

I would say that depends greatly on the player(s). I have never experienced such a thing.

A good RPer calls on his character traits (even if he gets no reward for doing so) at dramatically appropriate moments. A good FATE player calls on his character aspects as often as possible and for as flimsy of reasons as possible. You are always on the lookout for tagging every action because if you can tag an action, that adjusts the math so much in your favor that if you don't you almost certainly will fail.

I'm thinking that you got auto-corrected from "aspect" to "action" for part of this. Nonetheless, its up to the GM to determine what is an isn't a valid compel or invocation of an aspect. (if you are still thinking in terms of "tagging", you are an iteration or two of Fate behind the times.) That judgement if fundamental to running a game like Fate. Its not optional. If the GM is shirking his duties, of course the game will fail.

Such a player is actually not a good Fate player. Any more than a D&D player who demands respect for his Paladin while shirking all his responsibilities. Additionally, from a tactical point of view, he will be out of Fate points very quickly, if the GM is on point. In D&D terms, he's going nova on the first room of goblins.

As such, what you typically see in a game of FATE is frantically leveraging the Aspect system for straight forward gamist reasons with the result that FATE's primary aesthetic of play ends up not being Nar, but gamist. People compel, call, tag and so forth primarily for "Step on Up" reasons and aesthetics related to Challenge and Self-Affirmation, and not for reasons pertaining to Story.

It may be that you typically see this in a game of Fate, but this is a fairly foreign experience for most Fate players. This is often (IME) the result of players who come from D&D and simply don't understand that Fate comes with different play goals.* However, they are also often expecting or playing a "broken" version of Fate (at least its modern incarnation). Some of the common "misses" that fall into this:
1) easy compels - a compel should hurt, as in modify the story significantly. If you're compelling for any kind of advantage...you're doin' it wrong.
2) the GM being bad at enforcing the permission part of Fate aspects.
3) easy invocations - invoking an aspect needs to have some narrative justification as to why it applies. Additionally, it should be limited by the expense of a Fate point.
4) trying to do "D&D with Fate". Fate is, IMO, unsuited for a typical dungeoneering game. It looks like it should be, but its not really. Especially true if you're playing with veteran D&D-ers. Even with non-D&D-ers, it gets....weird.
5) too much "free play". We get used to allowing players to "prep" quite a lot, because games like D&D don't have a mechanism for consistently doing so. If you're players are spending a ton of time just rolling "Create Advantage"....you've lost your way. Send in the ninjas. (I mean, that's literally the joke-name of the technique) Personally, if it makes sense in the narrative, I give the players a once-round-the-table "montage". Fate should run like a movie or TV show, not a book.
6) some of the above fall into the broader category of not pushing hard enough...and I don't mean the D&D way of adding more HP/AC whatnot. I mean, pushing deadlines, travel...Fate PCs are fairly competent and the GM can swing at them a lot harder than he's probably used to.

Now, I would note that this is not to say that you shouldn't "stack" a lot of invocations on a single roll. Heavens, no. That is the primary way (mechanically) that a group of PCs tackles a big scene like a boss fight (or similar). If you're doing it right, its very much like the old Claremont era X-men.

I'd also note that its not rare for new Fate GMs to have trouble getting their players to engage in the FP economy at all. (Often they are too used to "taking it easy" on the PCs or "trying to balance an encounter".) This is the exact opposite of what you are describing!

By turning the character into a mechanic that directly relates to success all the time, it turns all the considerations about playing your character into weighing not the character but the need for mechanical success. It's actively undermining its own intentions with the design in the same way that social systems that mimic combat systems in order to make social interaction a pillar of the game are inadvertently undermining the RP that they want to encourage.

If you're GMing it right....a player who plays this way (often with positive-only aspects) should find himself out of Fate points right quick. You only start with 5 or less (usually).
 

The only game I really dislike enough to come even close to calling it "hate" is Dungeon World. I love D&D and I love PbtA games, so maybe the issue is that I was coming into this with too high of expectations, but I was incredible disappointed with it. I feel like it was trying too hard to be classic D&D with the 2d6 system rather than embracing what makes PbtA special from a narrative perspective, and it ends up feeling more like D&D lite than anything I would actually be interested in playing.

I was also extremely disappointed in FATE Accelerated, which when I played it often devolved into a game of "how do I justify approach X to action Y" rather than organically tying game rules to character action. I've never played FATE proper because my limited experience with it (primarily, watching that aforementioned episode of Tabletop with Wil Wheaton) made it look way, way too fiddly for a game selling itself as primarily narrative-driven. The idea of an in media res character building is pretty genius, though.
 


Fate incentivises players to Roleplay their characters and not just leave the decision to rolling a dice

It would be more accurate to say FATE incentivizes players to actually use the things they say get their character into trouble. And more importantly, it gives them the choice to not do it, unlike GURPS. Maybe, just maybe Sheska the Black Hand has finally learned stealing every pretty thing she sees is bad. During the next upgrade phase of the game, Sheska's player removes I Can't Resist Sparkly Things and replaces it with I'm Loyal to Friends.

FATE also doesn't have a dice pool with counting successes and what not. It has 4d6, or four FATE dice, that you add up the numbers on (some are +1, some are 0, and some are -1) which you then add your appropriate bonuses to. This gives a final number, compare to your target number and determine success.
 

Using Buffy as an example of Fate working properly.

Willow's character, later in the campaign, has the aspect, "Magic can solve my problems."
Tara and Willow are fighting over this, and GM slides fate point over to Willow's character, reminding her that she can end these uncomfortable fights with a little hocus pocus, or Willow's character hexes Tara without GM input. Either way, Willow gets a fate point. Or Willow can announce she'd never do this to Tara, and pushes fate point back to GM and play continues. Either option is fine. Player not being bribed or railroaded. What should not be happening is Willow's player using this aspect willy nilly to get bonuses or fate points. But it should come into play. Willow's character chose this aspect as an important part of Willow's personality, at least for a while. Aspects can change over time, as we can see with Willow over the course of the series.

Fate points along with the dice drive the game forward, but it needs to make sense, be dramatic and flow naturally. It should never be turned into quest for every little advantage I can get. If your table plays the game this way, yes, it's going to fall flat big time, and you should definitely play a different system. If everyone is on board playing Fate as intended you get a very narrative game, much like a tv show. It works beautifully. But not everyone wants their RPGs to run like this. We all have different tastes, but not liking Fate doesn't make it cludgy, broken or not living up to its description. It just means it's not the game for you.
 


FATE also doesn't have a dice pool with counting successes and what not. It has 4d6, or four FATE dice, that you add up the numbers on (some are +1, some are 0, and some are -1) which you then add your appropriate bonuses to. This gives a final number, compare to your target number and determine success.

I'm struggling to understand why you don't characterize this mechanic as "counting successes". Yes, the dice are somewhat more complicated than coins (though right off the top of my head, I'm not sure how radically different the expected number of successes would be if they were coins), and yes you are actually adding up the number of successes that modify your base degree of success based on what you are testing, but it's still very much a dice pool mechanic that involves counting the number of successes and comparing it to a target number.
 

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