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<blockquote data-quote="Aldarc" data-source="post: 8289477" data-attributes="member: 5142"><p>Same. Consulting the rules on light and darkness in D&D 5e versus Fate feels like the difference between night and day. </p><p></p><p></p><p>I'm not sure though how this in anyway impedes improvisation anymore than the multitude of various minute rules that exist in and govern a plethora of ascribed actions in D&D. 5e may be lighter in its rules (or even rulings) than 4e and 3e, but it's definitely crunchier than any of the central Fate family of games (i.e., Core, Accelerated, Condensed). </p><p></p><p>Aspects simply serve as fictional tags that the GM and players can <em>optionally</em> mechanically interact with, typically by invoking for a slight mechanical advantage. That they exist simply means that something is meaningfully true in the relevant fiction. A cave in Fate may have the aspect "impenetrable darkness." It provides leeway for permissions in the fiction or setting difficulties. There is a lot of freedom in how aspects are named and interpreted that simply involve negotiating the fiction of the scenes. It's hardly different from a GM declaring that the darkness of the cave requires Dark Vision to see through properly or some other magical forms of vision or light and players arguing what rules do or don't apply. </p><p></p><p>But how this in anyway impedes improvisation is beyond me or any of my experiences running Fate, though I can say how arguing about rules surrounding lighting, darkness, vision, etc. have impeded my sense of improvisational play in at least three editions of playing D&D. </p><p></p><p></p><p>Again, I think that culture shock is a valid comparison, because we are sometimes jarred by cultural norms that lie outside of the ones we are most accustomed to while being perfectly content with the native ones that have psychologically internalized (and left unscrutinized) as normal.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8289477, member: 5142"] Same. Consulting the rules on light and darkness in D&D 5e versus Fate feels like the difference between night and day. I'm not sure though how this in anyway impedes improvisation anymore than the multitude of various minute rules that exist in and govern a plethora of ascribed actions in D&D. 5e may be lighter in its rules (or even rulings) than 4e and 3e, but it's definitely crunchier than any of the central Fate family of games (i.e., Core, Accelerated, Condensed). Aspects simply serve as fictional tags that the GM and players can [I]optionally[/I] mechanically interact with, typically by invoking for a slight mechanical advantage. That they exist simply means that something is meaningfully true in the relevant fiction. A cave in Fate may have the aspect "impenetrable darkness." It provides leeway for permissions in the fiction or setting difficulties. There is a lot of freedom in how aspects are named and interpreted that simply involve negotiating the fiction of the scenes. It's hardly different from a GM declaring that the darkness of the cave requires Dark Vision to see through properly or some other magical forms of vision or light and players arguing what rules do or don't apply. But how this in anyway impedes improvisation is beyond me or any of my experiences running Fate, though I can say how arguing about rules surrounding lighting, darkness, vision, etc. have impeded my sense of improvisational play in at least three editions of playing D&D. Again, I think that culture shock is a valid comparison, because we are sometimes jarred by cultural norms that lie outside of the ones we are most accustomed to while being perfectly content with the native ones that have psychologically internalized (and left unscrutinized) as normal. [/QUOTE]
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