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Spending character generation currency on complexity
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<blockquote data-quote="Wik" data-source="post: 5638290" data-attributes="member: 40177"><p>I'm sorry, but isn't this already the design basis for FATE? </p><p></p><p>Basically, you choose a few attributes/etc, but then you write open-ended sentences about what your character "is". "Joe the barbarian is really strong". "Joe the Barbarian is allergic to peanuts". "Joe the Barbarian hates wizards". "Joe the Barbarian is very skilled with a sword". </p><p></p><p>You are writing these facts down about your character so that, during play, you can "tag" these traits to gain in-game bonuses. Essentially, what you're doing is setting the game up so that you'll succeed at those areas you want to succeed in - but also directing the game towards those areas (and since the GM can ALSO tag your character's attributes, it's setting the game up so you can tell the GM what your preferences happen to be).</p><p></p><p>As for the "Combat machine winds up seeing less combat because he's so much better at it" argument, I'm not sure it's valid. At least, in my experience, I haven't seen that to be the case. Or the diplomacy auto-success problem, but then, I get where the argument is coming from. Namely, if you like the thrill of grapples or negotiating with NPCs, and you dedicate towards that, you risk auto-success which detracts from the fun. HOWEVER, this can be fixed at a game design level simply by keeping the numbers low (a la Savage Worlds).</p></blockquote><p></p>
[QUOTE="Wik, post: 5638290, member: 40177"] I'm sorry, but isn't this already the design basis for FATE? Basically, you choose a few attributes/etc, but then you write open-ended sentences about what your character "is". "Joe the barbarian is really strong". "Joe the Barbarian is allergic to peanuts". "Joe the Barbarian hates wizards". "Joe the Barbarian is very skilled with a sword". You are writing these facts down about your character so that, during play, you can "tag" these traits to gain in-game bonuses. Essentially, what you're doing is setting the game up so that you'll succeed at those areas you want to succeed in - but also directing the game towards those areas (and since the GM can ALSO tag your character's attributes, it's setting the game up so you can tell the GM what your preferences happen to be). As for the "Combat machine winds up seeing less combat because he's so much better at it" argument, I'm not sure it's valid. At least, in my experience, I haven't seen that to be the case. Or the diplomacy auto-success problem, but then, I get where the argument is coming from. Namely, if you like the thrill of grapples or negotiating with NPCs, and you dedicate towards that, you risk auto-success which detracts from the fun. HOWEVER, this can be fixed at a game design level simply by keeping the numbers low (a la Savage Worlds). [/QUOTE]
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