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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Umbran" data-source="post: 7916952" data-attributes="member: 177"><p>Bribery? Might as well say the GM in D&D is bribing the players with gold, magic items, and XP! Is the GM in D&D bribing you when you get Inspiration for playing to your Ideals, Bonds, of Flaws?</p><p></p><p>Extortion? The problem with extortion is that it isn't consensual.</p><p></p><p>In Fate... <em>you</em> make up the Aspects. You're setting allowed places where the GM has a hook to play with. And, you can negotiate about using that hook each time!</p><p></p><p></p><p></p><p>In Spirit of the Century, you have 10 Aspects - not a very limited number. In Fate Core, you have 5.</p><p></p><p>In either case, the Aspects are pretty central to <em>who the character is</em>. You think who your character is shouldn't come up very often?</p><p></p><p></p><p></p><p>Your Barbarian rages at least once every game in which there's a combat, right?</p><p></p><p>I think there's huge misconception about Aspects, too. YOu guys focus all on how, "OMG, the GM can make yoru life difficult for you using an Aspect!!!1!"</p><p></p><p>First off, realize - in D&D, the GM can make life difficult for you any time they want - "Whoops! A whole bunch of kobolds! Oh no!". At least in Fate, you get something for it, and it'll be thematically appropriate for the character.</p><p></p><p>Second of all - each and every Aspect is also <em>useful for you</em>. Folks continually seem to forget this.</p><p></p><p>I was in a Spirit of the Century game, playing a private investigator type. The GM had asked that we not make up any characters that were really gun happy - he didn't want to run a game where the basic solution to problems was a spray of bullets from a tommy gun mowing down bad guys. But, I was playing a noir-ish P.I. Of course his basic weapon was a revolver. </p><p></p><p>So, I took the Trick Shot stunt (giving a +2 on Guns skill rolls against inanimate objects), and took an Aspect, "I set 'em up, you knock 'em down". With that stunt and Aspect, I could be <em>insanely good</em> at gunplay that created scene aspects that other players could invoke. But, if I wanted to just shoot someone in the face, the GM could give me a Fate point, and have things not work out quite as I intended. And, if I found myself short of Fate Points when going into a big conflict... all I had to do was try to shoot the BBEG, and either it worked, or I got a Fate Point that I could use!</p><p></p><p>I got to have bullets flying everywhere, being effective as a support character by using a gun, and the GM gets his game not to be a bloodbath. Everyone wins! Way more fun than just having a character who was good at killing people with bullets.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7916952, member: 177"] Bribery? Might as well say the GM in D&D is bribing the players with gold, magic items, and XP! Is the GM in D&D bribing you when you get Inspiration for playing to your Ideals, Bonds, of Flaws? Extortion? The problem with extortion is that it isn't consensual. In Fate... [I]you[/I] make up the Aspects. You're setting allowed places where the GM has a hook to play with. And, you can negotiate about using that hook each time! In Spirit of the Century, you have 10 Aspects - not a very limited number. In Fate Core, you have 5. In either case, the Aspects are pretty central to [I]who the character is[/I]. You think who your character is shouldn't come up very often? Your Barbarian rages at least once every game in which there's a combat, right? I think there's huge misconception about Aspects, too. YOu guys focus all on how, "OMG, the GM can make yoru life difficult for you using an Aspect!!!1!" First off, realize - in D&D, the GM can make life difficult for you any time they want - "Whoops! A whole bunch of kobolds! Oh no!". At least in Fate, you get something for it, and it'll be thematically appropriate for the character. Second of all - each and every Aspect is also [I]useful for you[/I]. Folks continually seem to forget this. I was in a Spirit of the Century game, playing a private investigator type. The GM had asked that we not make up any characters that were really gun happy - he didn't want to run a game where the basic solution to problems was a spray of bullets from a tommy gun mowing down bad guys. But, I was playing a noir-ish P.I. Of course his basic weapon was a revolver. So, I took the Trick Shot stunt (giving a +2 on Guns skill rolls against inanimate objects), and took an Aspect, "I set 'em up, you knock 'em down". With that stunt and Aspect, I could be [I]insanely good[/I] at gunplay that created scene aspects that other players could invoke. But, if I wanted to just shoot someone in the face, the GM could give me a Fate point, and have things not work out quite as I intended. And, if I found myself short of Fate Points when going into a big conflict... all I had to do was try to shoot the BBEG, and either it worked, or I got a Fate Point that I could use! I got to have bullets flying everywhere, being effective as a support character by using a gun, and the GM gets his game not to be a bloodbath. Everyone wins! Way more fun than just having a character who was good at killing people with bullets. [/QUOTE]
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