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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="prabe" data-source="post: 8018906" data-attributes="member: 7016699"><p>Believe it or not, we're not in disagreement about using the Gorechain Devil, exactly as you say. As the DM, your job is to introduce things into the fiction that work against the PCs. Compelling a PC feels an awful lot to me like playing that player's character, which is not my preferred playstyle and in fact feels like a violation of my expectations of play--which is probably why even reading the Fate Core book has a tendency to ruin my mood. I'm a very weird person.</p><p></p><p></p><p></p><p>What it basically comes down to, I think, is that having my character's interior life directly manipulated--or portrayed--by the GM as the GM feels different to me than having my character manipulated by something in the fiction--by the GM as, say, the Gorechain Devil. I recognize that this is not an extremely rational position, but here I stand.</p><p></p><p></p><p></p><p>As a GM, I want players to feel that empowered to decide, too. I don't think metagame mechanics help with that--I kinda think they get in the way.</p><p></p><p>I agree that Fate probably wasn't intended to be played like White Plume Mountain.</p><p></p><p></p><p></p><p>In play, and as I read the book/s, they do have a tendency to come from left field. Most of the examples from the Fate Core Book, I'd feel at least somewhat wrong-footed as a player if play followed those sequences of events.</p><p></p><p>If the reason for those mechanics is to make good stories by tying PCs' backstories and other past events into the present fiction, and I do both of those things in 5E D&D while ignoring the weaksauce Fate-Lite that is Inspiration, then I think it can be rationally said that I don't need those mechanics.</p></blockquote><p></p>
[QUOTE="prabe, post: 8018906, member: 7016699"] Believe it or not, we're not in disagreement about using the Gorechain Devil, exactly as you say. As the DM, your job is to introduce things into the fiction that work against the PCs. Compelling a PC feels an awful lot to me like playing that player's character, which is not my preferred playstyle and in fact feels like a violation of my expectations of play--which is probably why even reading the Fate Core book has a tendency to ruin my mood. I'm a very weird person. What it basically comes down to, I think, is that having my character's interior life directly manipulated--or portrayed--by the GM as the GM feels different to me than having my character manipulated by something in the fiction--by the GM as, say, the Gorechain Devil. I recognize that this is not an extremely rational position, but here I stand. As a GM, I want players to feel that empowered to decide, too. I don't think metagame mechanics help with that--I kinda think they get in the way. I agree that Fate probably wasn't intended to be played like White Plume Mountain. In play, and as I read the book/s, they do have a tendency to come from left field. Most of the examples from the Fate Core Book, I'd feel at least somewhat wrong-footed as a player if play followed those sequences of events. If the reason for those mechanics is to make good stories by tying PCs' backstories and other past events into the present fiction, and I do both of those things in 5E D&D while ignoring the weaksauce Fate-Lite that is Inspiration, then I think it can be rationally said that I don't need those mechanics. [/QUOTE]
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