Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Quick Question on adapting FATE
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wednesday Boy" data-source="post: 6374433" data-attributes="member: 53678"><p>One thing to be wary about is that you can have too many aspects. You don't need a ton of aspects to capture the core concepts of most characters and having too many means that some very rarely come into play. In Dresden Files you have seven, Fate Core pared that down to five because , and Fate Accelerated pared them down to three. To me the 3-5 aspect range is ideal.</p><p></p><p></p><p></p><p>I think you can make very vibrant magic items in Fate. You can give them aspects that can be tapped like character aspects so that demonslaying sword is great at slaying demons. Plus those item aspects can be tapped for story reasons--demons attack someone with the demonslaying sword, the demonslaying sword encourages the character to fight demons instead of fleeing, etc.</p><p></p><p></p><p></p><p>I like the versatility of Dresden Files' magic system because it's almost limited by your imagination. But I also found it to be a cumbersome system.</p><p></p><p></p><p></p><p>I think this will be a difficult one for you to overcome. The Fate system embraces the metagaming currency of fate points to allow the GM and players to create an interesting collaborative story.</p><p></p><p></p><p></p><p>One thing to note is that sticking to your character doesn't get your rewarded with a compel. You get rewarded when the compel increases the drama or complicates the situation for the character. A character with the "smart alec" aspect doesn't get a fate point for being in character and being sassy to NPC. But if he's being questioned by the city guards and not holding his tongue will land him in the dungeon, then he'll get rewarded for following his aspect.</p><p></p><p></p><p></p><p>Out of curiosity, what makes switching it to 1 fate point per encounter less metagamey?</p><p></p><p>Maybe one way to look at compelling aspects is as character flaws that pay out when they come into affect. In some games you can take a flaw at character creation to get a boon at character creation. For example there's a variant rule in D&D 3.x where you take a flaw and in return get an additional feat at 1st level. Compelling aspects is similar except instead of getting the payout at character creation, you get rewarded whenever that flaw comes into play.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6374433, member: 53678"] One thing to be wary about is that you can have too many aspects. You don't need a ton of aspects to capture the core concepts of most characters and having too many means that some very rarely come into play. In Dresden Files you have seven, Fate Core pared that down to five because , and Fate Accelerated pared them down to three. To me the 3-5 aspect range is ideal. I think you can make very vibrant magic items in Fate. You can give them aspects that can be tapped like character aspects so that demonslaying sword is great at slaying demons. Plus those item aspects can be tapped for story reasons--demons attack someone with the demonslaying sword, the demonslaying sword encourages the character to fight demons instead of fleeing, etc. I like the versatility of Dresden Files' magic system because it's almost limited by your imagination. But I also found it to be a cumbersome system. I think this will be a difficult one for you to overcome. The Fate system embraces the metagaming currency of fate points to allow the GM and players to create an interesting collaborative story. One thing to note is that sticking to your character doesn't get your rewarded with a compel. You get rewarded when the compel increases the drama or complicates the situation for the character. A character with the "smart alec" aspect doesn't get a fate point for being in character and being sassy to NPC. But if he's being questioned by the city guards and not holding his tongue will land him in the dungeon, then he'll get rewarded for following his aspect. Out of curiosity, what makes switching it to 1 fate point per encounter less metagamey? Maybe one way to look at compelling aspects is as character flaws that pay out when they come into affect. In some games you can take a flaw at character creation to get a boon at character creation. For example there's a variant rule in D&D 3.x where you take a flaw and in return get an additional feat at 1st level. Compelling aspects is similar except instead of getting the payout at character creation, you get rewarded whenever that flaw comes into play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Quick Question on adapting FATE
Top