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The Pride Of Blue Rose
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<blockquote data-quote="Lord Mhoram" data-source="post: 7719142" data-attributes="member: 4789"><p>[I'm not being hypercritial - this isn't a "failure" of fate. Fate is great, and it works fine for many people. Just not me.</p><p></p><p>Ah but therin lies the rub - XP and other such things are given, discussed and such outside of actual play - I'm not immersed then. Fate points are within game. And to be honest when I am actually playing I tend to ignore XP as that a function of the system, not the story.</p><p></p><p></p><p>So I can play a game of fate without worring about fate points?</p><p></p><p></p><p></p><p>I see where you come from, and that analogy didn't work (I was trying to go with the "You paid money for university so taking a class you aren't learning something in seems a waste = I roleplay the way I do so fate point mechanics seem a waste"- so lets try this:</p><p></p><p></p><p>For me - The mechanics are there for no other reason than to represent skills that a character has that I do not have, and a resolution mechanic to tell me (and the GM) if that action at hand succeeded or failed. That is necessary to the structure. Anything else - that is the emerging story of the actions I choose to take as the character, and what happens in the world from the GM - that needs no mechanics. Mechanical intrusion on the emerging story (by whatever means) is a detriment to being in the moment of the story. And that is what I don't like a bout fate point (and other narrative/bennie mechanics) - they intrude into the moment and distract me from enjoying that moment. think of it as watching a movie, and being immersed in it, and someone comments on the cinematography. You may be aware of that cinematography, but it isn't at the forefront of your mind, the story and character is - but one that is said, you are pulled out of the moment, and the mechanics of the movie (cinematography) intrude. A GM saying "You have aspect X and you can earn a fate point if that comes up" is the guy mentioning cinematography.</p><p></p><p>Hope that is a better analogy.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 7719142, member: 4789"] [I'm not being hypercritial - this isn't a "failure" of fate. Fate is great, and it works fine for many people. Just not me. Ah but therin lies the rub - XP and other such things are given, discussed and such outside of actual play - I'm not immersed then. Fate points are within game. And to be honest when I am actually playing I tend to ignore XP as that a function of the system, not the story. So I can play a game of fate without worring about fate points? I see where you come from, and that analogy didn't work (I was trying to go with the "You paid money for university so taking a class you aren't learning something in seems a waste = I roleplay the way I do so fate point mechanics seem a waste"- so lets try this: For me - The mechanics are there for no other reason than to represent skills that a character has that I do not have, and a resolution mechanic to tell me (and the GM) if that action at hand succeeded or failed. That is necessary to the structure. Anything else - that is the emerging story of the actions I choose to take as the character, and what happens in the world from the GM - that needs no mechanics. Mechanical intrusion on the emerging story (by whatever means) is a detriment to being in the moment of the story. And that is what I don't like a bout fate point (and other narrative/bennie mechanics) - they intrude into the moment and distract me from enjoying that moment. think of it as watching a movie, and being immersed in it, and someone comments on the cinematography. You may be aware of that cinematography, but it isn't at the forefront of your mind, the story and character is - but one that is said, you are pulled out of the moment, and the mechanics of the movie (cinematography) intrude. A GM saying "You have aspect X and you can earn a fate point if that comes up" is the guy mentioning cinematography. Hope that is a better analogy. [/QUOTE]
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