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Realistic Consequences vs Gameplay
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<blockquote data-quote="Ovinomancer" data-source="post: 8017812" data-attributes="member: 16814"><p>Oh, tell me about it. I only crit when the party is facing mooks that suddenly turn into supermen because my dice go hot. Meanwhile, BBEGs roll 1's and 2's. </p><p></p><p>I honestly see this as the general issue of people not trying to play the game as the rules present but instead how they think a game should go. You see this even in D&D, where people just know how to run D&D and don't really bother to find out how the newest edition does things. I think a lot of people play FATE with a mindset from a different game, and not one that embraces the rules of FATE. I also think there's a lot of GMs that like to run games about their story rather than the characters'. This isn't at all limited to FATE.</p><p></p><p>But, it does lead into my dislike of FATE. You can play a game in FATE that is about the GM's story, or that uses the mechanics to force players into Compels rather than make them a fun part of the game, and the system doesn't fight you hard enough. It's muddy enough that the system can support this kind of play without it being obvious it shouldn't. This makes discussions about what games do hard when FATE comes up because FATE isn't super clear about what it does and a lot of people have had bad interactions with it. I was told, in another thread, that one poster played FATE exactly like a D&D dungeon crawl and just didn't bother with Compels at all. I was stunned, but, when I looked at the system again, I saw how you could do that. You have to ignore some things, but not too many, and the system doesn't fight back in obvious ways. </p><p></p><p>Contrast this with Blades, which will absolutely fail you if you try to run a D&D-esque dungeon crawl.</p><p></p><p>So, I fully understand how you've come to your understanding of FATE, and that's without even considering the differences in our play preferences.</p><p></p><p></p><p>Cool.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8017812, member: 16814"] Oh, tell me about it. I only crit when the party is facing mooks that suddenly turn into supermen because my dice go hot. Meanwhile, BBEGs roll 1's and 2's. I honestly see this as the general issue of people not trying to play the game as the rules present but instead how they think a game should go. You see this even in D&D, where people just know how to run D&D and don't really bother to find out how the newest edition does things. I think a lot of people play FATE with a mindset from a different game, and not one that embraces the rules of FATE. I also think there's a lot of GMs that like to run games about their story rather than the characters'. This isn't at all limited to FATE. But, it does lead into my dislike of FATE. You can play a game in FATE that is about the GM's story, or that uses the mechanics to force players into Compels rather than make them a fun part of the game, and the system doesn't fight you hard enough. It's muddy enough that the system can support this kind of play without it being obvious it shouldn't. This makes discussions about what games do hard when FATE comes up because FATE isn't super clear about what it does and a lot of people have had bad interactions with it. I was told, in another thread, that one poster played FATE exactly like a D&D dungeon crawl and just didn't bother with Compels at all. I was stunned, but, when I looked at the system again, I saw how you could do that. You have to ignore some things, but not too many, and the system doesn't fight back in obvious ways. Contrast this with Blades, which will absolutely fail you if you try to run a D&D-esque dungeon crawl. So, I fully understand how you've come to your understanding of FATE, and that's without even considering the differences in our play preferences. Cool. [/QUOTE]
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