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The Pride Of Blue Rose
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<blockquote data-quote="Aldarc" data-source="post: 7718919" data-attributes="member: 5142"><p>This is the sort of misunderstandings that I suspect that Helton is talking about. Neither the player nor the character decides there is a convenient rock to behind: the GM does. And these are also things that can be done in-character. A player can slide a Fate point to the GM while saying, "I'm looking for any rocks to hide behind in this valley pass, do I see any?" But it's the GM's fiat to accept or reject that Fate point when deciding if large enough rocks are there. I don't understand why the GM and their arbitration of the rules gets forgotten when discussing Fate points. (That's not to mention when people seemingly pretend that Fate players would somehow be incapable of roleplaying in-character when spending Fate points.) </p><p></p><p>There is an easy solution then really: don't spend your Fate points in an immersion-breaking manner. Spend them in a manner that is in-character. Player slides a Fate point to the GM, and says, "Hmmm... I may have a friend who can help us. I go look for my old childhood friend Carl, who is a mechanic for the mob in this district, to see if I can get some information about the suspicious car that we saw at the heist." (The GM accepts.) I am spending a point to both (a) establish a fact about my character, and (b) hopefully advance the narrative. </p><p></p><p>So how does "something like Willpower" fundamentally differ as a concept from "something called Conviction"? </p><p></p><p>You may find this odd, but I have a number of roleplaying friends here in Vienna who don't find Fate's mechanics dissociative to roleplaying, but do find D&D's mechanics dissociative and immersion-breaking for roleplaying as they find certain aspects too (war-)gamist.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7718919, member: 5142"] This is the sort of misunderstandings that I suspect that Helton is talking about. Neither the player nor the character decides there is a convenient rock to behind: the GM does. And these are also things that can be done in-character. A player can slide a Fate point to the GM while saying, "I'm looking for any rocks to hide behind in this valley pass, do I see any?" But it's the GM's fiat to accept or reject that Fate point when deciding if large enough rocks are there. I don't understand why the GM and their arbitration of the rules gets forgotten when discussing Fate points. (That's not to mention when people seemingly pretend that Fate players would somehow be incapable of roleplaying in-character when spending Fate points.) There is an easy solution then really: don't spend your Fate points in an immersion-breaking manner. Spend them in a manner that is in-character. Player slides a Fate point to the GM, and says, "Hmmm... I may have a friend who can help us. I go look for my old childhood friend Carl, who is a mechanic for the mob in this district, to see if I can get some information about the suspicious car that we saw at the heist." (The GM accepts.) I am spending a point to both (a) establish a fact about my character, and (b) hopefully advance the narrative. So how does "something like Willpower" fundamentally differ as a concept from "something called Conviction"? You may find this odd, but I have a number of roleplaying friends here in Vienna who don't find Fate's mechanics dissociative to roleplaying, but do find D&D's mechanics dissociative and immersion-breaking for roleplaying as they find certain aspects too (war-)gamist. [/QUOTE]
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