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The opposite of OSR
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<blockquote data-quote="Reynard" data-source="post: 8339837" data-attributes="member: 467"><p>The prior assertions were that Fate was a narrative game with a strong a implication that it was also rules lite based on the subject of the thread. I offered Dresden Files as a counterpoint. I'm not sure what's surprising about that.</p><p></p><p>In addition, it was explicitly stated that what divided traditional from narrative games was the capacity for the player to state a fact and the GM not having any ability to mitigate that. By its own rules, Fate explicitly does not work that way, which I pointed out. I'm not sure what's surprising about that.</p><p></p><p>That players get to narrate some stuff that happens in the game can't be the definition of a "narrative game" because literally every RPG ever explicitly allows players to narrate stuff. So it has to be something else. Fate has systemetized the process but it still isn't anything different than what has happened in every D&D game ever since 1974.</p><p></p><p>Player: I fire a flaming arrow at the hay piles the bandits are hiding behind in the stables so they catch fire.</p><p>DM: Roll to hit. [Success] Okay, the hay catches fire and now there's smoke and flame everywhere.</p><p>Player: Great. [To other players] Let's use the smoke for cover to get out of here!</p><p></p><p>That is literally no different than Fate's "create advantage." There just weren't words for it in 1974.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8339837, member: 467"] The prior assertions were that Fate was a narrative game with a strong a implication that it was also rules lite based on the subject of the thread. I offered Dresden Files as a counterpoint. I'm not sure what's surprising about that. In addition, it was explicitly stated that what divided traditional from narrative games was the capacity for the player to state a fact and the GM not having any ability to mitigate that. By its own rules, Fate explicitly does not work that way, which I pointed out. I'm not sure what's surprising about that. That players get to narrate some stuff that happens in the game can't be the definition of a "narrative game" because literally every RPG ever explicitly allows players to narrate stuff. So it has to be something else. Fate has systemetized the process but it still isn't anything different than what has happened in every D&D game ever since 1974. Player: I fire a flaming arrow at the hay piles the bandits are hiding behind in the stables so they catch fire. DM: Roll to hit. [Success] Okay, the hay catches fire and now there's smoke and flame everywhere. Player: Great. [To other players] Let's use the smoke for cover to get out of here! That is literally no different than Fate's "create advantage." There just weren't words for it in 1974. [/QUOTE]
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