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Quick Question on adapting FATE
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<blockquote data-quote="Umbran" data-source="post: 6374630" data-attributes="member: 177"><p>Aspects will generally modify skills. The game has the skill "Fight", for melee combat. You might have an aspect "Champion Boxer". It'll probably be useful when you use Fight when trying to punch an opponent, and won't be useful when you're trying to stab them. But, it may also be useful for dodging ("Float like a butterfly, sting like a bee") or getting hit in the head repeatedly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>You're being vague enough that it is difficult for me to tell what about it you don't like, so that it is difficult to say if FATE in practice is problematic in the way you fear.</p><p></p><p></p><p></p><p>The thing is, setting, overcoming challenges, and goals, are orthogonal to the collaborative story aspects of FATE. You can have both. The collaboration in FATE comes largely from the occasional bit of negotiation between the player and GM over short-term developments. Depending on your variant, there may be some world-building collaboration as well.</p><p></p><p></p><p></p><p>The player in FATE can buy off compels on a case-by-case basis, and it is kind of costly. In my experience, it doesn't happen terribly often.</p><p></p><p></p><p></p><p>In FATE, the characters do have a pool, and it does refresh - it just does so at natural break points in story, typically between sessions. The points are a resource typically managed on a longer timescale than one fight.</p><p></p><p></p><p></p><p>So, if the dwarf wants an aspect "Master Locksmith", you'll either say they can't have it, or it only applies if they are trying to unlock a door in combat? That is so very limiting to character concepts.</p><p></p><p>As compared to D&D rules, FATE is rather weak in its tactical combat details and options in the rules themselves. It is, however, much stronger than D&D in its social skill and other skill options. This is seen in FATE Core's <a href="http://fate-srd.com/fate-core/default-skill-list" target="_blank">Default skill list</a>. There are 18 skills. There are only *two* (Fight and Shoot) that are unambiguously combat skills. </p><p></p><p>Now, this is not definitive - the game specifically says that if you are making your own setting/game out of it, you should have your own skill list. But, if you are looking at the rule set to determine what it is good at - this game by default has more social-skills than combat skills! So, putting the focus on "in combat" is perhaps throwing out the baby with the bathwater. FATE recognizes a whole lot of challenges that aren't "combat", and generally treats them on equal footing to combat, using the same basic mechanics.</p><p></p><p>A great deal of the interesting things in a fight come not out of the rules, but the Aspects on the characters and scene. Conflict is more about interacting with the reality in the situation, than in interacting with the rules.</p><p></p><p></p><p></p><p>As previously noted, most FATE variants don't tend to do "advancement" very well. The games typically don't have "experience points". When you hit stopping points in the narrative (like the ends of chapters or books in novels), the characters get a chance to swap around skills, rename aspects, and such. At really major break points, they may get a point in a skill, or get a new stunt. You could say the game is typically more about character development than advancement.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6374630, member: 177"] Aspects will generally modify skills. The game has the skill "Fight", for melee combat. You might have an aspect "Champion Boxer". It'll probably be useful when you use Fight when trying to punch an opponent, and won't be useful when you're trying to stab them. But, it may also be useful for dodging ("Float like a butterfly, sting like a bee") or getting hit in the head repeatedly :) You're being vague enough that it is difficult for me to tell what about it you don't like, so that it is difficult to say if FATE in practice is problematic in the way you fear. The thing is, setting, overcoming challenges, and goals, are orthogonal to the collaborative story aspects of FATE. You can have both. The collaboration in FATE comes largely from the occasional bit of negotiation between the player and GM over short-term developments. Depending on your variant, there may be some world-building collaboration as well. The player in FATE can buy off compels on a case-by-case basis, and it is kind of costly. In my experience, it doesn't happen terribly often. In FATE, the characters do have a pool, and it does refresh - it just does so at natural break points in story, typically between sessions. The points are a resource typically managed on a longer timescale than one fight. So, if the dwarf wants an aspect "Master Locksmith", you'll either say they can't have it, or it only applies if they are trying to unlock a door in combat? That is so very limiting to character concepts. As compared to D&D rules, FATE is rather weak in its tactical combat details and options in the rules themselves. It is, however, much stronger than D&D in its social skill and other skill options. This is seen in FATE Core's [url=http://fate-srd.com/fate-core/default-skill-list]Default skill list[/url]. There are 18 skills. There are only *two* (Fight and Shoot) that are unambiguously combat skills. Now, this is not definitive - the game specifically says that if you are making your own setting/game out of it, you should have your own skill list. But, if you are looking at the rule set to determine what it is good at - this game by default has more social-skills than combat skills! So, putting the focus on "in combat" is perhaps throwing out the baby with the bathwater. FATE recognizes a whole lot of challenges that aren't "combat", and generally treats them on equal footing to combat, using the same basic mechanics. A great deal of the interesting things in a fight come not out of the rules, but the Aspects on the characters and scene. Conflict is more about interacting with the reality in the situation, than in interacting with the rules. As previously noted, most FATE variants don't tend to do "advancement" very well. The games typically don't have "experience points". When you hit stopping points in the narrative (like the ends of chapters or books in novels), the characters get a chance to swap around skills, rename aspects, and such. At really major break points, they may get a point in a skill, or get a new stunt. You could say the game is typically more about character development than advancement. [/QUOTE]
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