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Quick Question on adapting FATE
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<blockquote data-quote="Emerikol" data-source="post: 6374659" data-attributes="member: 6698278"><p>Without modification it probably is... I have an unusual combination of preferences. I prefer simple, systemic approaches but I want to avoid metagaming and stay in actor stance. So no short term negotiations between players and GM that dictate in session results.</p><p></p><p></p><p>You are correct. I think though taste wise that many people who enjoy metagaming also enjoy story creation over game challenge. That is not absolute of course but rather my observation of a tendency. Maybe it's just my assessment from reading on these forums.</p><p></p><p></p><p></p><p>My issue is that when it's not a fairly short time scale things like fate points (action points, bennies, whatever) become dissociative. It has no narrative reason other than the player is playing God and deciding when fate is with you. Pun unintended. <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>I was just going to always allow the aspect without requiring a fate point when it is out of combat. I was though thinking that I'd design the aspects so things which truly overlap too much with skills would be avoided. So an aspect might be Druid of the Vilhon Forest. That then would enable me as DM to reward a player when he is in that location by making some of his other skills a bit better because he knows the area and is likely more conversant with the residents.</p><p></p><p></p><p>I agree. I don't need for combat to be complex to be honest. Maybe magic is complex but it's non-combat measures are what make it that way. I have all sorts of my own skills.</p><p></p><p></p><p> </p><p>My focus is not combat. There may be a reasonable bit of combat but I want it quick and over with. The main thrust is exploration and setting development via connections and roleplay.</p><p></p><p></p><p></p><p>One of my houserules was just to make a generic chart and say that you get this many skill points to build your pyramid with at each level. I also have a way to slightly improve your stress taking ability as you level up. Nothing on the order of D&D by any means but a slight improvement.</p><p></p><p>Maybe I'm just designing a new system with skills, aspects, and fudge/fate dice.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6374659, member: 6698278"] Without modification it probably is... I have an unusual combination of preferences. I prefer simple, systemic approaches but I want to avoid metagaming and stay in actor stance. So no short term negotiations between players and GM that dictate in session results. You are correct. I think though taste wise that many people who enjoy metagaming also enjoy story creation over game challenge. That is not absolute of course but rather my observation of a tendency. Maybe it's just my assessment from reading on these forums. My issue is that when it's not a fairly short time scale things like fate points (action points, bennies, whatever) become dissociative. It has no narrative reason other than the player is playing God and deciding when fate is with you. Pun unintended. :-). I was just going to always allow the aspect without requiring a fate point when it is out of combat. I was though thinking that I'd design the aspects so things which truly overlap too much with skills would be avoided. So an aspect might be Druid of the Vilhon Forest. That then would enable me as DM to reward a player when he is in that location by making some of his other skills a bit better because he knows the area and is likely more conversant with the residents. I agree. I don't need for combat to be complex to be honest. Maybe magic is complex but it's non-combat measures are what make it that way. I have all sorts of my own skills. My focus is not combat. There may be a reasonable bit of combat but I want it quick and over with. The main thrust is exploration and setting development via connections and roleplay. One of my houserules was just to make a generic chart and say that you get this many skill points to build your pyramid with at each level. I also have a way to slightly improve your stress taking ability as you level up. Nothing on the order of D&D by any means but a slight improvement. Maybe I'm just designing a new system with skills, aspects, and fudge/fate dice. [/QUOTE]
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