You can just say you don't understand Fate. We can help get you there.FATE is my favorite whipping boy when I want to talk about badly designed systems that fail to achieve their declared objective.
You can just say you don't understand Fate. We can help get you there.FATE is my favorite whipping boy when I want to talk about badly designed systems that fail to achieve their declared objective.
I kind of feel like there isn't a "new hotness" right now. There are a bunch of 5E games, and a bunch of 5E-response games, and a bunch of Shadowdark, and a bunch of new licensed games. We are in a pretty diverse period.I'm pretty sure that's Shadowdark at the mo.
In terms of fresh game design that people are playing and talking about, Daggerheart seems to be the Hotness.I kind of feel like there isn't a "new hotness" right now. There are a bunch of 5E games, and a bunch of 5E-response games, and a bunch of Shadowdark, and a bunch of new licensed games. We are in a pretty diverse period.
It is among those 5E-response games. But it is hardly the only one.In terms of fresh game design that people are playing and talking about, Daggerheart seems to be the Hotness.
FATE is my favorite whipping boy when I want to talk about badly designed systems that fail to achieve their declared objective.
I just really don't like Aspects as a concept.You can just say you don't understand Fate. We can help get you there.
I just really don't like Aspects as a concept.
That's fair, but that isn't the same thing as the design failing in its intent.I just really don't like Aspects as a concept.
Well, I'm also not interested in a game designed specifically to generate any kind of narrative. I prefer that sort of thing to be emergent.Aspects are actually one of my favorite things about it. Also the discussion of Fronts and how to organize and plan for long term play is pretty good. The fundamental problem is the core mechanics don't fit with its desire to be a game that produces a series of dramatic situations that are resolved by competent characters interacting with the fiction.
Well, you're certainly interested enough to talk about them rather a lot, so there's that. Was there a point there about game modes? I'm not sure, but I don;t want to assume.Well, I'm also not interested in a game designed specifically to generate any kind of narrative. I prefer that sort of thing to be emergent.