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<blockquote data-quote="Arilyn" data-source="post: 7346580" data-attributes="member: 6816042"><p>You missed Ratskinner' s point. Sometimes acting foolish gains you a Fate point, but often it's circumstance. The best aspects in FATE can be both good and bad. Street Rat of Waterdeep is a nice basic example. If the character needs to hide, he can spend a Fate point, declaring that as a Street Rat, he should be able to easily find a hidey hole. The aspect is an obvious advantage. Later, however, the character meets a group of guards, who assume his fat purse of coins is stolen, because they recognize him from his earlier ne'r do well days. Player gains Fate point for the trouble this ensues. The player,in this example, is in no way acting foolish in order to get a reward. What Fate points do is simulate the narrative peaks and valleys of fiction. I find it extremely elegant, story focussed and very immersive.</p><p></p><p>Flawed heroes are extremely common in a lot of games. DnD is an exception, but even 5e has added flaws. You often claim that rpgs are just seeing through another person's eyes. Well, people are flawed, and that's going to include adventurers. History books are riddled with foolish dead explorers. And yes, gaining a karmic boost is unrealistic, but so too is AC, levels, unbreakable shields, magic, owlbears, etc.</p><p></p><p>Ratskinner has a point, that due to DnD' s history, it's never going to be a very strong narrative game. Maybe most DnD players do just want to kick down doors and kill monsters. 13th Age, however, has married the two, which is why it's my favourite F20 game.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7346580, member: 6816042"] You missed Ratskinner' s point. Sometimes acting foolish gains you a Fate point, but often it's circumstance. The best aspects in FATE can be both good and bad. Street Rat of Waterdeep is a nice basic example. If the character needs to hide, he can spend a Fate point, declaring that as a Street Rat, he should be able to easily find a hidey hole. The aspect is an obvious advantage. Later, however, the character meets a group of guards, who assume his fat purse of coins is stolen, because they recognize him from his earlier ne'r do well days. Player gains Fate point for the trouble this ensues. The player,in this example, is in no way acting foolish in order to get a reward. What Fate points do is simulate the narrative peaks and valleys of fiction. I find it extremely elegant, story focussed and very immersive. Flawed heroes are extremely common in a lot of games. DnD is an exception, but even 5e has added flaws. You often claim that rpgs are just seeing through another person's eyes. Well, people are flawed, and that's going to include adventurers. History books are riddled with foolish dead explorers. And yes, gaining a karmic boost is unrealistic, but so too is AC, levels, unbreakable shields, magic, owlbears, etc. Ratskinner has a point, that due to DnD' s history, it's never going to be a very strong narrative game. Maybe most DnD players do just want to kick down doors and kill monsters. 13th Age, however, has married the two, which is why it's my favourite F20 game. [/QUOTE]
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