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<blockquote data-quote="Varianor Abroad" data-source="post: 5187741" data-attributes="member: 12425"><p>FATE</p><p></p><p>Or it's children and kissing cousins, <em>Spirit of the Century</em> and <em>Dresden F</em>iles.</p><p></p><p>Here's what's good about FATE/SotC:</p><p></p><p>*It allows for creativity in spades, within an agreed-upon framework and threshold level of reality. You are not limited however by the setting, rather it inspires!</p><p></p><p>*Time wasted perfecting the details of areas is never spent. Instead all flows dramatically and almost effortlessly. Players may declare minor details, major ones with a Fate Point. Instead of losing minutes or hours to pointless specifics, you enhance your time by bringing in excitement and better answers than you might do on your own. The value of player buy-in is intense.</p><p></p><p>*The Game Master may bargain with the player(s) to alter their character's fate! Yes, you can make a player willingly do things - by giving them a token to improve their fate elsewhere/elsewhen with a Fate Point. If they don't agree, all's well and you move on. There's negotiation and choice, instead of "my way or the highway".</p><p></p><p>*It sets up a free flowing game that promotes play cooperatively between players and the GM. Players absent from a scene might just sit around and offer suggestions on what could happen next! That sometimes works out swimmingly.</p><p></p><p>*Reality tastes far more tangible when players can't fly and little details like turning on the lights or using a garden hose become important.</p><p></p><p>You know what's best about it? When you put a death trap in an antique store, and then blow it up with UnMen! (Remote-controlled self-destructing monochromatic minions teleoperated by brains in jars! I dare you to say that five times fast.) Then you lead the players on a car chase after the fleeing evil Baron's cousin who owned the store.</p><p></p><p>Or so I've heard.</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 5187741, member: 12425"] FATE Or it's children and kissing cousins, [I]Spirit of the Century[/I] and [I]Dresden F[/I]iles. Here's what's good about FATE/SotC: *It allows for creativity in spades, within an agreed-upon framework and threshold level of reality. You are not limited however by the setting, rather it inspires! *Time wasted perfecting the details of areas is never spent. Instead all flows dramatically and almost effortlessly. Players may declare minor details, major ones with a Fate Point. Instead of losing minutes or hours to pointless specifics, you enhance your time by bringing in excitement and better answers than you might do on your own. The value of player buy-in is intense. *The Game Master may bargain with the player(s) to alter their character's fate! Yes, you can make a player willingly do things - by giving them a token to improve their fate elsewhere/elsewhen with a Fate Point. If they don't agree, all's well and you move on. There's negotiation and choice, instead of "my way or the highway". *It sets up a free flowing game that promotes play cooperatively between players and the GM. Players absent from a scene might just sit around and offer suggestions on what could happen next! That sometimes works out swimmingly. *Reality tastes far more tangible when players can't fly and little details like turning on the lights or using a garden hose become important. You know what's best about it? When you put a death trap in an antique store, and then blow it up with UnMen! (Remote-controlled self-destructing monochromatic minions teleoperated by brains in jars! I dare you to say that five times fast.) Then you lead the players on a car chase after the fleeing evil Baron's cousin who owned the store. Or so I've heard. [/QUOTE]
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