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General Tabletop Discussion
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A discussion of metagame concepts in game design
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<blockquote data-quote="Emerikol" data-source="post: 7455546" data-attributes="member: 6698278"><p>I think I like the superficial mechanics of FATE. I like the skill tree. I like the named levels of success. I love the four fudge dice. But the core of the FATE concept which is aspects, fate points, etc... I'm not as favorable towards. </p><p></p><p>To me there is a style of play, let me call it story creation, that I'm not a fan of personally. Where the players, thinking as players, are moving their characters around with the intent of making a cool story. So they might make suboptimal choices intentionally for the good of the story. </p><p></p><p>In my style of play, the players do things that their characters would do to win. I admit I can't enforce this absolutely but it definitely trends that way. In the undead example above, if my players knew undead were coming, my characters would too. As DM, I'd guard such information very carefully from my players if I didn't want them knowing something. I once changed every name in the original Ravenloft module so that they wouldn't realize it was a store bought module. I make a lot of my own too so they have no reason to suspect.</p><p></p><p>The variety of ways of playing shows the flexibility of roleplaying games. I appreciate that people like a variety of ways. I do resent being told (and no one here in this thread has done this) that my way is inferior rather than just different.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 7455546, member: 6698278"] I think I like the superficial mechanics of FATE. I like the skill tree. I like the named levels of success. I love the four fudge dice. But the core of the FATE concept which is aspects, fate points, etc... I'm not as favorable towards. To me there is a style of play, let me call it story creation, that I'm not a fan of personally. Where the players, thinking as players, are moving their characters around with the intent of making a cool story. So they might make suboptimal choices intentionally for the good of the story. In my style of play, the players do things that their characters would do to win. I admit I can't enforce this absolutely but it definitely trends that way. In the undead example above, if my players knew undead were coming, my characters would too. As DM, I'd guard such information very carefully from my players if I didn't want them knowing something. I once changed every name in the original Ravenloft module so that they wouldn't realize it was a store bought module. I make a lot of my own too so they have no reason to suspect. The variety of ways of playing shows the flexibility of roleplaying games. I appreciate that people like a variety of ways. I do resent being told (and no one here in this thread has done this) that my way is inferior rather than just different. [/QUOTE]
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