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Quick Question on adapting FATE
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<blockquote data-quote="Umbran" data-source="post: 6373490" data-attributes="member: 177"><p>It isn't a matter of "too much change". I mean, really, you can do whatever you want.</p><p></p><p>The thing that FATE has, that most systems don't, is elegance. Most games, D&D included, are collections of sub-systems that are fitted together, some more tightly than others. That means you can pry them apart, and replace bits, and you don't have too many extra seams. FATE, in its elegance, doesn't have many seams. It works very well, but if you hack it up, it quickly ceases to be so pretty.</p><p></p><p>So, basically, my argument comes from that - if you hack it up in the way described, the things you like about it aren't likely to work all that well.</p><p></p><p></p><p></p><p>FATE is even more player-empowering than it is GM empowering. If anything, FATE gives some restrictions on GMs. In D&D, if the GM wants to do something that will complicate teh character's life, he or she just does it - the plot turns, monsters appear, and so on. In FATE, doing the same thing in play really calls for the GM to make sure the events are at least thematically appropriate for the situation, and give the player a resource for their trouble.</p><p></p><p></p><p></p><p>You'll note that the variants all keep that core mechanic pretty intact, though. You can have characters focus their aspects thematically, you can fiddle with skills, you can add stunts, yes. All that is quite open to adjustment. But the very core with Fate points, tagging, and compels stays the same. </p><p></p><p></p><p></p><p>Good things, yes. But note the ladder expects the ability of the player to buy their way up it with Fate points on a frequent basis.</p><p></p><p></p><p></p><p>Actually, the skill pyramid is not so great if you're looking for a breadth of power levels across time in the game. FATE is not the greatest if you want to have a character go from zero to hero. FATE models character *change* well, but not so much character power growth. And the pyramid is instrumental in that.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6373490, member: 177"] It isn't a matter of "too much change". I mean, really, you can do whatever you want. The thing that FATE has, that most systems don't, is elegance. Most games, D&D included, are collections of sub-systems that are fitted together, some more tightly than others. That means you can pry them apart, and replace bits, and you don't have too many extra seams. FATE, in its elegance, doesn't have many seams. It works very well, but if you hack it up, it quickly ceases to be so pretty. So, basically, my argument comes from that - if you hack it up in the way described, the things you like about it aren't likely to work all that well. FATE is even more player-empowering than it is GM empowering. If anything, FATE gives some restrictions on GMs. In D&D, if the GM wants to do something that will complicate teh character's life, he or she just does it - the plot turns, monsters appear, and so on. In FATE, doing the same thing in play really calls for the GM to make sure the events are at least thematically appropriate for the situation, and give the player a resource for their trouble. You'll note that the variants all keep that core mechanic pretty intact, though. You can have characters focus their aspects thematically, you can fiddle with skills, you can add stunts, yes. All that is quite open to adjustment. But the very core with Fate points, tagging, and compels stays the same. Good things, yes. But note the ladder expects the ability of the player to buy their way up it with Fate points on a frequent basis. Actually, the skill pyramid is not so great if you're looking for a breadth of power levels across time in the game. FATE is not the greatest if you want to have a character go from zero to hero. FATE models character *change* well, but not so much character power growth. And the pyramid is instrumental in that. [/QUOTE]
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