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Quick Question on adapting FATE
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<blockquote data-quote="Wednesday Boy" data-source="post: 6375150" data-attributes="member: 53678"><p>No worries, you don't seem belligerent to me and it's okay to have incompatible preferences.</p><p></p><p>If by "actor stance all the time" you mean the player only speaks in character, Fate won't accomodate that well. But it excels at constantly engaging the player with the essential elements of their character and gives both the GM and the player resources to highlight those elements.</p><p></p><p></p><p></p><p>For invoking and compelling situation aspects that's true. But invoking and compelling character aspects is entirely narrative. Why did you sass the cop? Because you are a "smart alec". Why did you land that uppercut? Because you "sting like a bee".</p><p></p><p></p><p></p><p>The only difference between that and using fate points is that using fate points empowers the player to dictate that some of his Druid's other skills are a bit better because he knows the area instead of waiting for the GM to says so. (The GM still has the final say in whether the application of an aspect is valid but it puts much more narrative power in the hands of the player.)</p><p></p><p></p><p></p><p>I think you should try playing a few sessions of Fate as written. The Fate games I've played in nails all of those elements. I think if you left your opinions at the door, embraced fate points for those sessions, and gave it an honest go, you could be pleasantly surprised at how well the system works as written. But if it still turns out to be too dissociative for your tastes, house rule away!</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6375150, member: 53678"] No worries, you don't seem belligerent to me and it's okay to have incompatible preferences. If by "actor stance all the time" you mean the player only speaks in character, Fate won't accomodate that well. But it excels at constantly engaging the player with the essential elements of their character and gives both the GM and the player resources to highlight those elements. For invoking and compelling situation aspects that's true. But invoking and compelling character aspects is entirely narrative. Why did you sass the cop? Because you are a "smart alec". Why did you land that uppercut? Because you "sting like a bee". The only difference between that and using fate points is that using fate points empowers the player to dictate that some of his Druid's other skills are a bit better because he knows the area instead of waiting for the GM to says so. (The GM still has the final say in whether the application of an aspect is valid but it puts much more narrative power in the hands of the player.) I think you should try playing a few sessions of Fate as written. The Fate games I've played in nails all of those elements. I think if you left your opinions at the door, embraced fate points for those sessions, and gave it an honest go, you could be pleasantly surprised at how well the system works as written. But if it still turns out to be too dissociative for your tastes, house rule away! [/QUOTE]
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