miyabhai101
Villager
There are some systems that I dislike and don't want to play or GM, but I don't have an all-abiding hate for them. They just aren't ones I enjoy.
If you were actually doing it because it's what you think the character would do, then it wouldn't matter whether or not you got a fate point for it. If you were actually role-playing, then you would care about the item because the character wants it.
Making a Willpower check (or whatever) is not a voluntary choice. You can no more resist doing this thing, than you can resist bleeding out when you've been shot. You don't want to do it, but you do it anyway, because you have no choice.
Role-playing is only concerned with the process of making choices.
While I agree with many of your points, let's not rush into the same badwrongfun accusations you're defending against. While not my preference, GURPS is a fine role playing game.<Snip>
In Fate I am roleplaying, in GURPS I am not.
You're right and I overstated that. I'm not roleplaying at the specific instant that the dice decide whether I am going to give in to temptation. I do roleplay the rest of the time and knowing the game will take my control away causes me to be even more wary.While I agree with many of your points, let's not rush into the same badwrongfun accusations you're defending against. While not my preference, GURPS is a fine role playing game.
You're right and I overstated that. I'm not roleplaying at the specific instant that the dice decide whether I am going to give in to temptation. I do roleplay the rest of the time and knowing the game will take my control away causes me to be even more wary.
With my previous group (who really liked GURPS), they didn't do it that way. First, at character creation, they felt incentivized to make complex personalities (as opposed to being "forced to take 3 flaws" or something like that) in the form of point credits to spend on other stuff. During play, most of the time, they didn't roll for their disadvantages, they just played the character that way because that's the character they created and wanted to play anyway. They basically saw their advantages as a "roleplaying promise" that rewards you in the form of being better at firing guns or performing surgery. The only times they would roll would either be when they weren't sure how to play it (so it effectively acted as a guide, rather than as something forcing you to act a given way), or when it's a disadvantage that's basically not any different from any other "let's see if you're affected by this" mechanic (like CON rolls for poison or SAN rolls for monsters). They liked it because they felt more of the character's behaviour was under their control, as opposed to something the GM throws onto you like compels or intrusions and such.You're right and I overstated that. I'm not roleplaying at the specific instant that the dice decide whether I am going to give in to temptation. I do roleplay the rest of the time and knowing the game will take my control away causes me to be even more wary.
I think I'd rather have the dice make that determination than have the GM make it because he couldn't think of anything "cooler" than taking control of my character.You're right and I overstated that. I'm not roleplaying at the specific instant that the dice decide whether I am going to give in to temptation. I do roleplay the rest of the time and knowing the game will take my control away causes me to be even more wary.
GM: "Then why did you select 'Insatiable Kleptomaniac' as the Trouble for your character?"In FATE, the player and the character motivations can end up at odds ("I'd never steal! But my player thinks taking the chip is a better choice and is willing to insert a narrative complication here and now so I guess I will". The player has complete control over the character actions, but the character can never exceed or fail to meet expectations.
How is the GM taking control of your character? If you have Fate points, you can spend a Fate point to reject the complication. If you want the Fate point, you are accepting the complication presented to you, and you get the Fate point. If you want to steal, then you are accepting the complication presented to you, and you still get the Fate point. D&D has far more readily available ways for the GM to remove player agency than anything that Fate offers.I think I'd rather have the dice make that determination than have the GM make it because he couldn't think of anything "cooler" than taking control of my character.
What you're saying is that you have a poor imagination, and therefor need to meta-game if you want to generate a result that would approximate the outcome of successfully role-playing.In reality I'm never going to be able to see the shine of the gold and feel it warm up under my fingertips - I simply do not get the same visceral. If it belongs in a museum it would be lucky to have a backstory of the index card's worth of text you normally see by a museum exhibit.
If on the other hand I get a bennie like a Fate point a significant part of that visceral, tactile mismatch vanishes. I might not touch it - but I still get the same dopamine hit of getting something shiny. And the Fate Point gives a clue visible to everyone how much my character wants it.
This sort of rude condescension is utterly uncalled for, Saelorn.What you're saying is that you have a poor imagination, and therefor need to meta-game if you want to generate a result that would approximate the outcome of successfully role-playing.
I guess that makes sense. In the same way that people who have never bowled before might use the bumpers, because it wouldn't be fun for them to roll nothing but gutter balls.