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How has D&D changed over the decades?
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<blockquote data-quote="tetrasodium" data-source="post: 8586302" data-attributes="member: 93670"><p>Thanks. I spent most of 4e running weekly Fate variants in semiopen games at a nearby FLGS<em>(dresden filespg, forms of fatre core etc)</em> and reading that is <em>horrifying</em><strong><em>,</em></strong> but I say that as a very experienced Fate GM not from my experience with d&d. One of the core expectations of Fate is the presence of shared narrative control & proactive PCs as opposed to a more d&d style gm dictates events>players react style. It was almost always possible to know if a new player's background was only/mostly d&d/pf/etc but something other than d&d & no rpg history was often less clear. Players in that first group tended to do what they could to make introvert characters with no links & no meaningful problems alongside a bunch of combat focused stuff in a system with ultra lethal death spiral combat built around <a href="https://fate-srd.com/fate-core/conceding-conflict" target="_blank">conceed</a> fast or <a href="https://fate-srd.com/fate-core/getting-taken-out" target="_blank">risk total noncontrol</a> due to an extremely short hard to clear <a href="https://fate-srd.com/fate-core/stress-consequences" target="_blank">death spiral slingshot</a>. d&d players would almost always chafe when the shared narrative control <a href="https://fate-srd.com/fate-core/invoking-compelling-aspects" target="_blank">pushed their PC around in any meaningful way </a>& their efforts at creating/using aspects in play tended to aim for things that would result in "ok good game lets go home" one & done instant solutions rather than any interesting story. While fate has a lot of mechanics that allow the gm & other players to push back against this kind of thing it was often so extreme that they needed to go beyond those & just start giving hard no type veto because using those tools would result in everyone doing nothing but keeping bob in check rather than running an interesting city/world or playing their own characters in an interesting way due to a rejection of the core "shared narrative" concept that everyone else at the table was onboard with maintaining. </p><p></p><p>Sure there were exceptions, but I can't imagine those player created quests going too well because of that experience.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8586302, member: 93670"] Thanks. I spent most of 4e running weekly Fate variants in semiopen games at a nearby FLGS[I](dresden filespg, forms of fatre core etc)[/I] and reading that is [I]horrifying[/I][B][I],[/I][/B] but I say that as a very experienced Fate GM not from my experience with d&d. One of the core expectations of Fate is the presence of shared narrative control & proactive PCs as opposed to a more d&d style gm dictates events>players react style. It was almost always possible to know if a new player's background was only/mostly d&d/pf/etc but something other than d&d & no rpg history was often less clear. Players in that first group tended to do what they could to make introvert characters with no links & no meaningful problems alongside a bunch of combat focused stuff in a system with ultra lethal death spiral combat built around [URL='https://fate-srd.com/fate-core/conceding-conflict']conceed[/URL] fast or [URL='https://fate-srd.com/fate-core/getting-taken-out']risk total noncontrol[/URL] due to an extremely short hard to clear [URL='https://fate-srd.com/fate-core/stress-consequences']death spiral slingshot[/URL]. d&d players would almost always chafe when the shared narrative control [URL='https://fate-srd.com/fate-core/invoking-compelling-aspects']pushed their PC around in any meaningful way [/URL]& their efforts at creating/using aspects in play tended to aim for things that would result in "ok good game lets go home" one & done instant solutions rather than any interesting story. While fate has a lot of mechanics that allow the gm & other players to push back against this kind of thing it was often so extreme that they needed to go beyond those & just start giving hard no type veto because using those tools would result in everyone doing nothing but keeping bob in check rather than running an interesting city/world or playing their own characters in an interesting way due to a rejection of the core "shared narrative" concept that everyone else at the table was onboard with maintaining. Sure there were exceptions, but I can't imagine those player created quests going too well because of that experience. [/QUOTE]
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