[1) Realism is relative to the story or setting, if i want to play Star Wars in a simulationist way, it stays realistic to the setting,
But not to the real world,
Only to some gamers who take part in internet discussions, and who hold to certain Forgisms, who are in a minority even among gamers. For most folks, "realism" means "like the real world". If you ask most folks if Star Wars is realistic, they will say, "No." By extension, and game that mirrors Star Wars will also not be realistic.
2) It still does not explicitly state "narrative play only"
With respect, you're reaching at straws. The game tells you in clear, normal human language what it expects and does well.
That would not always fly (its an okay formula for say pulp, (gets boring? NINJAS!!!1)
Take it up with the people who wrote FATE. They tell you the expectations. If you then see that, and try to use the game for something else that is not a flaw in their system. Don't use a screwdriver to hammer in nails.
See thats why its BS, you can't claim its the fault of the experienced RPGer, then claim you don't use the term "narrative" because "most folks" wouldn't know it,
A person who isn't familiar with Forgisms - the majority of the people on the planet, and I expect the majority of gamers, will read FATE and still see what the game focuses upon, and what is should be expected to do well. There's no BS about that. A person who is familiar with the Forgisms should still be able to get the idea without the jargon. If they can read English, it is spelled out for them. The specific words "narrative play" are not required to make the point.
Are you telling me your can't make a vulnerable character? (cuz thats not true, is it?)
I am saying that the game's designers are up front with the fact that the game works best with competent characters. The skill pyramid is designed, specifically, to create characters who are, broadly, good at stuff. The game is designed for the player to, by their own choice, generate significant success beyond even their base skill level. Even a character who has no skill can, though cooperation, generate significant successes in combat if need be.
And are you telling me that the GM has no options to veto/control the game? (yes he does, right?)
The GM has such rights, but only within certain parameters - the rules specifically call for most control to be thematically appropriate for characters and drama, and will often call for giving a character resources for exerting control.
So i refer you to my original statement, this is something neither the players nor GM can change without it being a different game,
And hence the core problem why this system has trouble in running those genre,
Yes. And my point is that FATE, of all games, tells you a great deal of what it can, and cannot do. It is like criticizing a fish for not being beef. It never *claimed* to be otherwise, so there's not a lot of grounds for complaint on that basis.
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