L
lowkey13
Guest
*Deleted by user*
But sometimes running across a true FATE devotee makes me wish I was stuck in an elevator with a Rush fan who needs to really, truly explain to me the genius of the late drummer Neil Peart with both words and by banging on the walls.
IME, people that like FATE really, really like FATE.
And people that don't can appreciate it, but don't care for it.
Just a couple weeks ago, we were told, here on these boards that it was a system, "best enjoyed by ruthless power gamers." That sounds less like appreciation, and more like desire to cast aspersions on people. Ymmv.
While they had different royalty rates, I believe the reason was because Gygax convinced Arneson that 5% rate they were entitled to on D&D per their original 1975 agreement was excessive. Arneson appears to have agreed to a 2.5% rate as part of their March 6, 1981 settlement agreement.There was an issue re: the ongoing litigation and settlement between Arneson and Gygax. Basic D&D had a different royalty rate than AD&D (which had a core books royalty rate).
In GURPS if I struggle with unfathomable anger I got points for taking that as a disadvantage. When it occurs it's because the dice told me it did - I'm not in control of my character while this happens (so I'm genuinely struggling) and it's the fault of the dice rather than something I've decided to do despite its impacts on group cohesion. So I'm not being anti-social out of character playing it. But it's not something I struggle with so much as am subject to.
I've also played games that had disadvantages in character creation. As I think about it, I realize those don't bother me much, probably because they're pretty concrete. You have [chance] for [bad thing] if [condition]. You've received build points in exchange for taking that disadvantage (or however the mechanic works). Presumably you've had a talk with the GM before starting the game about what that disadvantage means and how it works, and it won't really interrupt the flow of the game if/when it comes up.
I agree with this. In most instances, players who succumb to their disadvantages (even voluntarily) aren't "showboating" or being "anti-social." Sure, I've seen a handful of dud players abuse the system and say "that's what my character would do," but that's true in any system. At most tables that I've played at (and I've played or observed GURPS games with hundreds of people over the years), character disadvantages become part of the texture of the group—a regular source of roleplaying banter. When the stakes are high enough that a player chooses to roll the dice, it's often one of the highlights of the session because it can send the fiction veering in new directions. For me, it's satisfying if the dice helped dictate that the barbarian lost his temper and yelled at the duke. If it was just a player making a dramatic choice, it's potentially more obnoxious.
I've noticed that about FATE, here. If I'm feeling at my most fair, I can admit that my reasons for disliking FATE are not entirely about the game, but sometimes life gets in the way of things.
IME, people that like FATE really, really like FATE.
And people that don't can appreciate it, but don't care for it.