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Quick Question on adapting FATE
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<blockquote data-quote="Emerikol" data-source="post: 6373017" data-attributes="member: 6698278"><p>After some thought about trying to bend D&D 5e to my playstyle, I began to entertain the idea that perhaps FATE would require less bending. </p><p></p><p>I bought FATE CORE, and FATE System Toolkit at Gen Con. My only issue with FATE and the major reason I avoided it in the past was their use of dissociative mechanics. Since D&D has dived right in though Fate deserves to be houseruled as much as any other game and I'm starting to think that perhaps it might be easier and afford me a better experience.</p><p></p><p>Some background.</p><p>I am a world builder. I love crafting involved and detailed settings. It's just a tiny step from crafting an intricate immersive D&D world to crafting the additional rules for FATE that are specific to the setting. So every time I do a setting I just develop the extra rules I need to make that setting come to life. In this way as I vary my creative processes from campaign to campaign, I can tweak the rules for flavor more easily. </p><p></p><p>So my first thought was that I needed to put some "meat" on the bones of the basic fate system. In many ways the same thing games like Dresden Files did. I have my own ideas though so my own meat might vary from what others have done. </p><p></p><p>Goals I would have for my game</p><p>1. Peasant to super heroic span as people level up.</p><p>2. Perhaps a clearer sense of advancement in a level like way. Not a big deal. You just get so many skill advancements each time you level.</p><p>3. A broad array of Aspects broken down into things you get at birth, during level up, and as you play. </p><p>4. A rich and plentifully vibrant magic item list.</p><p>5. A rich and plentifully vibrant magic system.</p><p></p><p>Things I'd have to fix</p><p>1. I don't like metagaming. So players choosing to stick to character in order to get a reward (compels) is not the approach I'd use.</p><p>2. I don't like fate points as a currency you can save or use whenever you like. I realize that fate points may be essential to characters surviving so I'd have to figure out a way to provide for them in a more natural in character way. Thus avoiding the metagaming. I even considered 1 fate point per encounter but not sure that is best either.</p><p></p><p></p><p>Anyway. Just some ideas I am entertaining. If anyone has advice I'd love to hear it. Please don't suggest I start liking metagaming or ignore dissociation. That will just lead to arguments and will not change my views. I've thought through what I like and I know myself. Please don't start an argument about what is or isn't dissociative and whether that is even knowable or whether everything meets the definition. I know what it is for myself and that is what is being discussed here. That is a debate for a different thread. Thanks!</p><p></p><p>Suggest away!</p><p></p><p></p><p></p><p></p><p>Edit:</p><p>One reason I am choosing Fate over perhaps Savage Worlds is that I love the Fate dice and the bell curve.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6373017, member: 6698278"] After some thought about trying to bend D&D 5e to my playstyle, I began to entertain the idea that perhaps FATE would require less bending. I bought FATE CORE, and FATE System Toolkit at Gen Con. My only issue with FATE and the major reason I avoided it in the past was their use of dissociative mechanics. Since D&D has dived right in though Fate deserves to be houseruled as much as any other game and I'm starting to think that perhaps it might be easier and afford me a better experience. Some background. I am a world builder. I love crafting involved and detailed settings. It's just a tiny step from crafting an intricate immersive D&D world to crafting the additional rules for FATE that are specific to the setting. So every time I do a setting I just develop the extra rules I need to make that setting come to life. In this way as I vary my creative processes from campaign to campaign, I can tweak the rules for flavor more easily. So my first thought was that I needed to put some "meat" on the bones of the basic fate system. In many ways the same thing games like Dresden Files did. I have my own ideas though so my own meat might vary from what others have done. Goals I would have for my game 1. Peasant to super heroic span as people level up. 2. Perhaps a clearer sense of advancement in a level like way. Not a big deal. You just get so many skill advancements each time you level. 3. A broad array of Aspects broken down into things you get at birth, during level up, and as you play. 4. A rich and plentifully vibrant magic item list. 5. A rich and plentifully vibrant magic system. Things I'd have to fix 1. I don't like metagaming. So players choosing to stick to character in order to get a reward (compels) is not the approach I'd use. 2. I don't like fate points as a currency you can save or use whenever you like. I realize that fate points may be essential to characters surviving so I'd have to figure out a way to provide for them in a more natural in character way. Thus avoiding the metagaming. I even considered 1 fate point per encounter but not sure that is best either. Anyway. Just some ideas I am entertaining. If anyone has advice I'd love to hear it. Please don't suggest I start liking metagaming or ignore dissociation. That will just lead to arguments and will not change my views. I've thought through what I like and I know myself. Please don't start an argument about what is or isn't dissociative and whether that is even knowable or whether everything meets the definition. I know what it is for myself and that is what is being discussed here. That is a debate for a different thread. Thanks! Suggest away! Edit: One reason I am choosing Fate over perhaps Savage Worlds is that I love the Fate dice and the bell curve. [/QUOTE]
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