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<blockquote data-quote="Aldarc" data-source="post: 8425251" data-attributes="member: 5142"><p><em>Over the Edge</em> and <em>FUDGE</em> were explicit influences for Risus, Fate, and Cortex. This is one reason why I typically think of them as coming from a similar game philosophy that places an importance on fictional tags for establishing the character: e.g., Clichés (Risus), Aspects (Fate), and Distinctions (Cortex). So even if these games have different underlying architecture - Cortex (Savage Worlds), Fate (FUDGE), etc. - their fictional tags are an important part of how they understand character. One could, for example, potentially make a d20 based game that operates along similar game design philosophy and principles as Fate, Cortex, and Risus.</p><p></p><p>There are a number of fiction-first games that run pretty close to what FKR is doing. FKR, however, seems to reject the points of design that draws attention to its design or mechanics. So, for example, if I Create an Advantage in Fate, then I am creating an Aspect (a fictional tag) for the scene: e.g., "Blinded by Pocket Sand."</p><p></p><p><img src="https://media2.giphy.com/media/i2GADdaJIscPS/200.gif" alt="King Of The Hill Eyes GIF" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>An Aspect is essentially anything in the fiction that has enough in-fiction significance to have mechanical weight or interactivity for characters. It can be invoked for a +2 to the player's roll against the effected NPC. The NPC has to spend at least one turn to try getting rid of the Aspect. Creating this Advantage may simply require beating +2 on the Difficulty Ladder. How we do this in Fate may depend on the dials and knobs in place (e.g., Skills, Approaches, Rated Aspects, Stunts, etc.), but I may still spend a Fate point to invoke one of my character Aspects to make this succeed: e.g., "Unpredictable Conspiracy Theory Redneck."</p><p></p><p>Though Cortex varies in its system architecture, it may produce a similar result as Fate: e.g., player inflicts a Complication on the NPC ("Blinded by Pocket Sand") or player creates a temporary Asset ("Pocket Sand!").</p><p></p><p>FKR would seem to say that all of these rules are completely unnecessary. The player declares that they use pocket sand, and the GM declares that it works or makes the player roll for it. (Or possibly the GM simply declares that it doesn't work.) The dice resolution systems for FKR varies, so I won't presume what those are. However, players in Fate can reliably make this happen, and they know how they can reproduce the effect (i.e., Create an Advantage). It's also something that can be inflicted on them.</p><p></p><p>I suspect that the differing reasons why Fate (or other games) may want these rules and why FKR doesn't could highlight some real insight into these two different sorts of games approach the nature of fiction, rules, and the participants. I respect the idea that FKR is fiction-first - (not sure why FKR doesn't just say that rather than "play worlds not rules") - but there seems to be a different attitutde towards the fiction that I can't quite put my finger on.</p><p></p><p>Like I understand that a human processor is (potentially) faster at adjudicating fiction without rules, but I'm not necessarily sure that the fastest possible speed is necessarily the optimal thing.. IMHO, the rules are an underestimated contributing factor for the pacing of the game. The rules can draw attention to dramatic moments in the fiction.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8425251, member: 5142"] [I]Over the Edge[/I] and [I]FUDGE[/I] were explicit influences for Risus, Fate, and Cortex. This is one reason why I typically think of them as coming from a similar game philosophy that places an importance on fictional tags for establishing the character: e.g., Clichés (Risus), Aspects (Fate), and Distinctions (Cortex). So even if these games have different underlying architecture - Cortex (Savage Worlds), Fate (FUDGE), etc. - their fictional tags are an important part of how they understand character. One could, for example, potentially make a d20 based game that operates along similar game design philosophy and principles as Fate, Cortex, and Risus. There are a number of fiction-first games that run pretty close to what FKR is doing. FKR, however, seems to reject the points of design that draws attention to its design or mechanics. So, for example, if I Create an Advantage in Fate, then I am creating an Aspect (a fictional tag) for the scene: e.g., "Blinded by Pocket Sand." [IMG alt="King Of The Hill Eyes GIF"]https://media2.giphy.com/media/i2GADdaJIscPS/200.gif[/IMG] An Aspect is essentially anything in the fiction that has enough in-fiction significance to have mechanical weight or interactivity for characters. It can be invoked for a +2 to the player's roll against the effected NPC. The NPC has to spend at least one turn to try getting rid of the Aspect. Creating this Advantage may simply require beating +2 on the Difficulty Ladder. How we do this in Fate may depend on the dials and knobs in place (e.g., Skills, Approaches, Rated Aspects, Stunts, etc.), but I may still spend a Fate point to invoke one of my character Aspects to make this succeed: e.g., "Unpredictable Conspiracy Theory Redneck." Though Cortex varies in its system architecture, it may produce a similar result as Fate: e.g., player inflicts a Complication on the NPC ("Blinded by Pocket Sand") or player creates a temporary Asset ("Pocket Sand!"). FKR would seem to say that all of these rules are completely unnecessary. The player declares that they use pocket sand, and the GM declares that it works or makes the player roll for it. (Or possibly the GM simply declares that it doesn't work.) The dice resolution systems for FKR varies, so I won't presume what those are. However, players in Fate can reliably make this happen, and they know how they can reproduce the effect (i.e., Create an Advantage). It's also something that can be inflicted on them. I suspect that the differing reasons why Fate (or other games) may want these rules and why FKR doesn't could highlight some real insight into these two different sorts of games approach the nature of fiction, rules, and the participants. I respect the idea that FKR is fiction-first - (not sure why FKR doesn't just say that rather than "play worlds not rules") - but there seems to be a different attitutde towards the fiction that I can't quite put my finger on. Like I understand that a human processor is (potentially) faster at adjudicating fiction without rules, but I'm not necessarily sure that the fastest possible speed is necessarily the optimal thing.. IMHO, the rules are an underestimated contributing factor for the pacing of the game. The rules can draw attention to dramatic moments in the fiction. [/QUOTE]
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