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<blockquote data-quote="Umbran" data-source="post: 6797976" data-attributes="member: 177"><p>Yes, many people wind up with that kind of issue with FATE-based games. </p><p></p><p>You ever watched the Schwarzenegger movie, "Last Action Hero"?</p><p></p><p>In a traditional RPG, we have a simulation of a world, the game rules enforce the rules of the world, and we put the characters into this simulation. Things happen in the game because that's how the simulated world works. Overall, maybe this will play out like a heroic action story, maybe it'll play out like a tactical simulation, maybe it'll play out like a good game of chess - probably as a bit of an mixture of all these things - depending on the slant the players put on it, and how the mechanics play out. You shoot out the lights, and they then effect *every* die roll. On most of the rolls, though, you would succeed or fail whatever the state of the lights - only a small marking of the time are you rolling close enough to that edge where the bonus matters one way or another. It may have been a wasted effort, and the result not really dramatic or interesting. It is merely a small tactical element.</p><p></p><p>FATE games are often a bit more like "Last Action Hero" and basically assume that you want play to turn out like a heroic action story, not like a tactical simulation or a game of chess. Your character isn't just in a simulated fantasy world with different physical laws than ours - they are in a world that acts like a fantasy *story*. So, for much of the scene, while we are aware of the darkness, it doesn't really have much impact. When it really matters, when the hero is trying something that really depends on the darkness, we can be far more sure that it will impact the event.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6797976, member: 177"] Yes, many people wind up with that kind of issue with FATE-based games. You ever watched the Schwarzenegger movie, "Last Action Hero"? In a traditional RPG, we have a simulation of a world, the game rules enforce the rules of the world, and we put the characters into this simulation. Things happen in the game because that's how the simulated world works. Overall, maybe this will play out like a heroic action story, maybe it'll play out like a tactical simulation, maybe it'll play out like a good game of chess - probably as a bit of an mixture of all these things - depending on the slant the players put on it, and how the mechanics play out. You shoot out the lights, and they then effect *every* die roll. On most of the rolls, though, you would succeed or fail whatever the state of the lights - only a small marking of the time are you rolling close enough to that edge where the bonus matters one way or another. It may have been a wasted effort, and the result not really dramatic or interesting. It is merely a small tactical element. FATE games are often a bit more like "Last Action Hero" and basically assume that you want play to turn out like a heroic action story, not like a tactical simulation or a game of chess. Your character isn't just in a simulated fantasy world with different physical laws than ours - they are in a world that acts like a fantasy *story*. So, for much of the scene, while we are aware of the darkness, it doesn't really have much impact. When it really matters, when the hero is trying something that really depends on the darkness, we can be far more sure that it will impact the event. [/QUOTE]
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