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*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="Ovinomancer" data-source="post: 7917341" data-attributes="member: 16814"><p>No problem, I definitely don't want to seem like I'm saying you not liking FATE is in any way a negative. I'm not much of a fan of it, either, preferring a more traditional D&D 5e game or, more strongly, something more in line with PbtA games (specifically Blades or Scum and Villany). Those are pretty far apart, play way, and I find FATE too in the middle for my preferences.</p><p></p><p>That being said, I think your last line is very telling of the mindset you've brought with you. Your trouble isn't something you should see as the GM using to hose you, but rather something that you've chosen to hose yourself. Of course, I apparently have an idiosyncratic view of FATE, as I'm struggling to understand it as a planned game versus a 'in the moment' game, so the idea of the GM compelling a trouble really just sounds like an opportunity to see where the fiction goes as defined by a player telling me what kinds of things they want to see in the game. Apparently, though, that's not how many people approach FATE play, instead having a strong DM curated storyline where troubles really are something the GM uses to bleed points from players. I struggle with that concept as the best use of the rules, but I'm told some really enjoy this kind of play. So, yeah, I commiserate at having a conception that doesn't jive with how others use a system.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7917341, member: 16814"] No problem, I definitely don't want to seem like I'm saying you not liking FATE is in any way a negative. I'm not much of a fan of it, either, preferring a more traditional D&D 5e game or, more strongly, something more in line with PbtA games (specifically Blades or Scum and Villany). Those are pretty far apart, play way, and I find FATE too in the middle for my preferences. That being said, I think your last line is very telling of the mindset you've brought with you. Your trouble isn't something you should see as the GM using to hose you, but rather something that you've chosen to hose yourself. Of course, I apparently have an idiosyncratic view of FATE, as I'm struggling to understand it as a planned game versus a 'in the moment' game, so the idea of the GM compelling a trouble really just sounds like an opportunity to see where the fiction goes as defined by a player telling me what kinds of things they want to see in the game. Apparently, though, that's not how many people approach FATE play, instead having a strong DM curated storyline where troubles really are something the GM uses to bleed points from players. I struggle with that concept as the best use of the rules, but I'm told some really enjoy this kind of play. So, yeah, I commiserate at having a conception that doesn't jive with how others use a system. [/QUOTE]
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