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*Dungeons & Dragons
Ideas for Improving Inspiration
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<blockquote data-quote="Aldarc" data-source="post: 7512857" data-attributes="member: 5142"><p>It was an error on my part to use terminology that loaded. Angry DM talks about this is in his own article complaining about Inspiration. There is not really a mechanical or in-fiction connection between how one earns and spends Inspiration. </p><p></p><p>In contrast, in Fate a PC gains fate points (FPs) through two means: Refresh and Compels. Refresh is the amount re-gained at the start of every session. With compels, the GM (rarely other players) offer the player a FP to accept a narrative complication based on the PC's Trouble aspect, though possibly also other aspects. But on the other side of things, the player can only spend those FPs on things that pertain directly to their character Aspects. In order to spend a FP (to reroll, gain a +2 bonus to the roll made, declare a story detail), the player must invoke one of their Aspects in a manner that is relevant to the fiction. Now in Fate, your Aspects are the bulk of your character. They describe who you are as a person. So this is a forefront element, and the FP economy of aspect invokes/compels makes it a central part of playing a character. In contrast, the player is spending Inspiration on whatever. Just a random roll without any connection to the Bonds/Flaw/Ideal system (or whim of the DM) that garnered that Inspiration. </p><p></p><p>Fate Points are regarded as dissociative mechanics in how spending them comes from a player decision. However, the means that they are gained and spent all connect closely with reinforcing the character concept in-narrative as expressed in the Aspects/Trouble. </p><p></p><p>I think they kinda try replicating this idea through the Personality Traits of Inspiration, but it falls a bit flat IMO. And this dissonance is fairly clear from the flavor text and the mechanics: </p><p>Here, there is the idea that Inspiration will be spent in a way in-fiction that is congruent with the character's associated personality trait. Okay, neat. The reality? Not so much: </p><p>And this cognitive dissonance is where it ultimately falls flat for me. It ain't got no soul in how it works. </p><p></p><p>Thing is, I love Fate, and I don't mind meta-mechanics as a general principle. But the implementation of Inspiration feels somewhat cumbersome and half-hearted.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7512857, member: 5142"] It was an error on my part to use terminology that loaded. Angry DM talks about this is in his own article complaining about Inspiration. There is not really a mechanical or in-fiction connection between how one earns and spends Inspiration. In contrast, in Fate a PC gains fate points (FPs) through two means: Refresh and Compels. Refresh is the amount re-gained at the start of every session. With compels, the GM (rarely other players) offer the player a FP to accept a narrative complication based on the PC's Trouble aspect, though possibly also other aspects. But on the other side of things, the player can only spend those FPs on things that pertain directly to their character Aspects. In order to spend a FP (to reroll, gain a +2 bonus to the roll made, declare a story detail), the player must invoke one of their Aspects in a manner that is relevant to the fiction. Now in Fate, your Aspects are the bulk of your character. They describe who you are as a person. So this is a forefront element, and the FP economy of aspect invokes/compels makes it a central part of playing a character. In contrast, the player is spending Inspiration on whatever. Just a random roll without any connection to the Bonds/Flaw/Ideal system (or whim of the DM) that garnered that Inspiration. Fate Points are regarded as dissociative mechanics in how spending them comes from a player decision. However, the means that they are gained and spent all connect closely with reinforcing the character concept in-narrative as expressed in the Aspects/Trouble. I think they kinda try replicating this idea through the Personality Traits of Inspiration, but it falls a bit flat IMO. And this dissonance is fairly clear from the flavor text and the mechanics: Here, there is the idea that Inspiration will be spent in a way in-fiction that is congruent with the character's associated personality trait. Okay, neat. The reality? Not so much: And this cognitive dissonance is where it ultimately falls flat for me. It ain't got no soul in how it works. Thing is, I love Fate, and I don't mind meta-mechanics as a general principle. But the implementation of Inspiration feels somewhat cumbersome and half-hearted. [/QUOTE]
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