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Mapping Fate Character Aspects onto D&D
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<blockquote data-quote="tetrasodium" data-source="post: 7958197" data-attributes="member: 93670"><p>Fate is a great system. But d&d is massively defined in ways that make importing things related to the fractal quite difficult in a player facing form. There are a couple versions of fate tightly implemented in Dresden files and mindjammer but even the dramatically more structured mindjammer would be difficult to import to d&d. <a href="https://www.youtube.com/watch?v=NOFXtAHg7vU" target="_blank">This</a> with wil wheaton Felecia day & some of the writers for shows like leverage might be one of if not the best example of fategameplay in motion for howing just how starkly different fate is from d&d. </p><p></p><p>I ran/run a lot of d&d over the years, but also ran a semiopen dresden files (early fate) game at a flgs for about a year & various settings in fate core for almost as long. D&d works just great in an adversarial gm vrs player or even gm dictates players react railroad but in fate it's a disaster if everyone is not onboard with engaging in a shared narrative. <a href="https://mindjammerpress.com/mindjammer/" target="_blank">Mindammer</a> weighs in at just shy of 500 pages* for what is probably the most d&d-like version of fate & even then it can't really do adversarial gmvrs players or function with players that are entirely reactive.</p><p></p><p>That last bit about fate requiring proactive involves players interested in pushing a shared narrative is the part that makes translating parts of fate like character aspects to d&d as a player facing resource. Fate is a great tool to employ<em> behind the screen</em> as a gm using things like high concept/trouble/aspects to juggle all the people places and groups in your head & how they might react when the players do $unexpectedThing.</p><p></p><p>d&d is too hard coded for fate style aspects to really fit well. Take "The room is on fire">"I have a cantrop that lets me put out a 5 foot cube or snuff a campfire up to...". How do you model something like superman's "stronger than a locomotive" aspect when his strength is 32(+12) & that 32 is hardcoded into how everything that might rely on strength will work? (I don't think you can)</p><p></p><p>Someone mentioned it earlier how inspiration is a poor fit for fate style compels & I generally agree with the discussion around that earlier. [spoiler="Hero points(the DMG version)"] [ATTACH=full]120574[/ATTACH][/spoiler]</p><p>work better, but even if restricted to only gain them on approved compels they are still too easy to game like the ad&d traits & flaws table where your 3 dex 18/100 strength fighter picks a -2 to every range attack he will never make & gets +1 to melee attacks or similar.</p><p></p><p>* as opposed to fate core's 300ish</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 7958197, member: 93670"] Fate is a great system. But d&d is massively defined in ways that make importing things related to the fractal quite difficult in a player facing form. There are a couple versions of fate tightly implemented in Dresden files and mindjammer but even the dramatically more structured mindjammer would be difficult to import to d&d. [URL='https://www.youtube.com/watch?v=NOFXtAHg7vU']This[/URL] with wil wheaton Felecia day & some of the writers for shows like leverage might be one of if not the best example of fategameplay in motion for howing just how starkly different fate is from d&d. I ran/run a lot of d&d over the years, but also ran a semiopen dresden files (early fate) game at a flgs for about a year & various settings in fate core for almost as long. D&d works just great in an adversarial gm vrs player or even gm dictates players react railroad but in fate it's a disaster if everyone is not onboard with engaging in a shared narrative. [URL='https://mindjammerpress.com/mindjammer/']Mindammer[/URL] weighs in at just shy of 500 pages* for what is probably the most d&d-like version of fate & even then it can't really do adversarial gmvrs players or function with players that are entirely reactive. That last bit about fate requiring proactive involves players interested in pushing a shared narrative is the part that makes translating parts of fate like character aspects to d&d as a player facing resource. Fate is a great tool to employ[I] behind the screen[/I] as a gm using things like high concept/trouble/aspects to juggle all the people places and groups in your head & how they might react when the players do $unexpectedThing. d&d is too hard coded for fate style aspects to really fit well. Take "The room is on fire">"I have a cantrop that lets me put out a 5 foot cube or snuff a campfire up to...". How do you model something like superman's "stronger than a locomotive" aspect when his strength is 32(+12) & that 32 is hardcoded into how everything that might rely on strength will work? (I don't think you can) Someone mentioned it earlier how inspiration is a poor fit for fate style compels & I generally agree with the discussion around that earlier. [spoiler="Hero points(the DMG version)"] [ATTACH type="full"]120574[/ATTACH][/spoiler] work better, but even if restricted to only gain them on approved compels they are still too easy to game like the ad&d traits & flaws table where your 3 dex 18/100 strength fighter picks a -2 to every range attack he will never make & gets +1 to melee attacks or similar. * as opposed to fate core's 300ish [/QUOTE]
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