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Explain FATE to me
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<blockquote data-quote="Yora" data-source="post: 6250915" data-attributes="member: 6670763"><p>I've been starting to get into Fate a few weeks ago, and what I found very helpful is to think of the game not as making the choices what your character does, but narrating what happens to him.</p><p></p><p>For example, when you're in a room that has <strong>"lots of steam randomly comming out of pipes"</strong>, you could hardly say that you use the steam as cover. However in Fate, you are very well able to state that random blasts of steam keep your enemies from getting a good shot at you. Since you're taking over the story to some degree, you spend a Fate point to "earn this right" to do so.</p><p>In the same way, you can decide to take some limited control over enemies, by saying that an NPC gets distracted because of his <strong>"hate for aliens"</strong>. Again, you take control of things that are not your character and have to pay Fate Points.</p><p>On the other hand, you get more Fate points by accepting that your character is at a disadvantage in a situation and allow the story to unfold accordingly. Even less so than in other RPGs, the point in Fate is not to win, but to have a cool story. And that's why you create characters with handicaps and drawbacks, because it will make things more exciting and interesting. That's why you can even compell yourself.</p><p></p><p>I havn't seen it in practice yet, but supposedly your initial pool of Fate Points at the start of the session isn't really that important, as you are constantly getting and spending them all the time. Starting the session with more points only affects how fast you can can throw yourself into the action and go crazy.</p><p></p><p>The difference between the High Aspect and the secondary aspects doesn't really seem to be much in Fate Accelerated. In Fate Core, they are supposed to represent specific things about your character backstory. The High Aspect is basically your Character Class, while the other ones are meant to represent your backstory, and your previous history with the rest of the party.</p><p>I like to use Star Wars example here, since it's well known and easily applicable. At the end of the first movie, Luke Skywalker has the High Archetype "Jedi Student". His backstory is that of a desert farmer who is bored and loves speeders, so the player choses the additioal aspect of "Speeder Lover", which can be used to give him benefits when dealing with vehicles. Then he met Han and Leia during the whole thing with the Death Star, and the player choses the third aspect "Will always come save his friends".</p><p>And you could say, in the second movie, the player has to chose to stay with Yoda or go to Bespin, but the player accepts that he gave the character the aspect "will always come save his friends". He gives im, even though logic tells the player it's a trap, and he gets a Fate Point for accepting the compell.</p><p>Fate Accelerated shortened the character creation process, so the difference got kinds lost.</p></blockquote><p></p>
[QUOTE="Yora, post: 6250915, member: 6670763"] I've been starting to get into Fate a few weeks ago, and what I found very helpful is to think of the game not as making the choices what your character does, but narrating what happens to him. For example, when you're in a room that has [B]"lots of steam randomly comming out of pipes"[/B], you could hardly say that you use the steam as cover. However in Fate, you are very well able to state that random blasts of steam keep your enemies from getting a good shot at you. Since you're taking over the story to some degree, you spend a Fate point to "earn this right" to do so. In the same way, you can decide to take some limited control over enemies, by saying that an NPC gets distracted because of his [B]"hate for aliens"[/B]. Again, you take control of things that are not your character and have to pay Fate Points. On the other hand, you get more Fate points by accepting that your character is at a disadvantage in a situation and allow the story to unfold accordingly. Even less so than in other RPGs, the point in Fate is not to win, but to have a cool story. And that's why you create characters with handicaps and drawbacks, because it will make things more exciting and interesting. That's why you can even compell yourself. I havn't seen it in practice yet, but supposedly your initial pool of Fate Points at the start of the session isn't really that important, as you are constantly getting and spending them all the time. Starting the session with more points only affects how fast you can can throw yourself into the action and go crazy. The difference between the High Aspect and the secondary aspects doesn't really seem to be much in Fate Accelerated. In Fate Core, they are supposed to represent specific things about your character backstory. The High Aspect is basically your Character Class, while the other ones are meant to represent your backstory, and your previous history with the rest of the party. I like to use Star Wars example here, since it's well known and easily applicable. At the end of the first movie, Luke Skywalker has the High Archetype "Jedi Student". His backstory is that of a desert farmer who is bored and loves speeders, so the player choses the additioal aspect of "Speeder Lover", which can be used to give him benefits when dealing with vehicles. Then he met Han and Leia during the whole thing with the Death Star, and the player choses the third aspect "Will always come save his friends". And you could say, in the second movie, the player has to chose to stay with Yoda or go to Bespin, but the player accepts that he gave the character the aspect "will always come save his friends". He gives im, even though logic tells the player it's a trap, and he gets a Fate Point for accepting the compell. Fate Accelerated shortened the character creation process, so the difference got kinds lost. [/QUOTE]
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