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="Emerikol" data-source="post: 6374592" data-attributes="member: 6698278"><p>I am perhaps wrong in this regard but I am viewing aspects as anything that modifies the game and is not a skill. So things like advantages/disadvantages are traditional aspects. I want to avoid making anything an aspect that would be better represented by a skill. My system is skill heavy. </p><p></p><p></p><p></p><p>I agree. I hope I came across in my post as agreeing on this. My approach to magic items is novel relative to D&D's approach. So I think this will be a lot of fun. For the most part magic items will be aspect like in their behavior or in some cases they might provide a stunt. I really am trying to create a certain playstyle that I enjoy but use a different rules approach. Just to see how it can go.</p><p></p><p></p><p></p><p></p><p>I wouldn't mind checking this out but I don't want to buy the game just to check it out. I have an idea in mind for my magic system and I think it will be really cool. </p><p></p><p></p><p></p><p>I do not want to come across as belligerent so please do not take me that way. I see words like "collaborative story" as code words for a particular playstyle. A style not really my cup of tea though I could see it being popular with many people. I'm for it but just not for me. I prefer a game more focused on setting and overcoming challenges to complete goals. Pretty much I want actor stance all the time. I also want to avoid metagaming. </p><p></p><p></p><p></p><p>Again my sloppy use of language. I think I understood that it had to matter or you don't get the fate point. The DM wants to make your Aspect hurt you and you accept the fate point as a result. This is far better than a game like Numenera where you can buy off these compels. </p><p></p><p></p><p>I was thinking that if you had a limited resource pool that refreshed between combats that it could represent stamina or energy. So you are able to give an extra effort only so many times per encounter. I probably would just not have fate points in the non-combat areas of the game.</p><p></p><p></p><p>Yep. I really do get it. Especially after your explanation above. It is an elegant way of doing flaws no doubt. I just don't prefer it for my own games. I like the idea of the compel but I don't like the fate points it generates. If it could generate something else like may experience points that might work. Experience points are pretty much outside the game as they won't come up in a session. They won't affect the actual game other than the advancement rate. Not sure this works. Just playing with ideas. That is why I posted. Just to chew on ideas with other people.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6374592, member: 6698278"] I am perhaps wrong in this regard but I am viewing aspects as anything that modifies the game and is not a skill. So things like advantages/disadvantages are traditional aspects. I want to avoid making anything an aspect that would be better represented by a skill. My system is skill heavy. I agree. I hope I came across in my post as agreeing on this. My approach to magic items is novel relative to D&D's approach. So I think this will be a lot of fun. For the most part magic items will be aspect like in their behavior or in some cases they might provide a stunt. I really am trying to create a certain playstyle that I enjoy but use a different rules approach. Just to see how it can go. I wouldn't mind checking this out but I don't want to buy the game just to check it out. I have an idea in mind for my magic system and I think it will be really cool. I do not want to come across as belligerent so please do not take me that way. I see words like "collaborative story" as code words for a particular playstyle. A style not really my cup of tea though I could see it being popular with many people. I'm for it but just not for me. I prefer a game more focused on setting and overcoming challenges to complete goals. Pretty much I want actor stance all the time. I also want to avoid metagaming. Again my sloppy use of language. I think I understood that it had to matter or you don't get the fate point. The DM wants to make your Aspect hurt you and you accept the fate point as a result. This is far better than a game like Numenera where you can buy off these compels. I was thinking that if you had a limited resource pool that refreshed between combats that it could represent stamina or energy. So you are able to give an extra effort only so many times per encounter. I probably would just not have fate points in the non-combat areas of the game. Yep. I really do get it. Especially after your explanation above. It is an elegant way of doing flaws no doubt. I just don't prefer it for my own games. I like the idea of the compel but I don't like the fate points it generates. If it could generate something else like may experience points that might work. Experience points are pretty much outside the game as they won't come up in a session. They won't affect the actual game other than the advancement rate. Not sure this works. Just playing with ideas. That is why I posted. Just to chew on ideas with other people. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Quick Question on adapting FATE
Top