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<blockquote data-quote="Aldarc" data-source="post: 7719182" data-attributes="member: 5142"><p>Which is neither necessarily RAW nor universally true at tables. But again, notice that you are making a recognized choice to ignore XP as that function of the system with D&D (and other such games) but not with Fate and fate points. One could potentially move fate points, for example, to the end of the game session. (They do restore themselves at the end of a session anyway.) You could turn them into a more general "effort" or "re-roll" system that ties in with the character or attached to particular in-character stunts. </p><p></p><p>It depends on what you mean by "worrying about fate points." If you mean play without fate points, then I don't see why not, so long as the GM nor players invoked/compelled character aspects. The more difficult part would probably be with the <em>Create Advantage</em> action, which is about discovering and invoking aspects in the roleplay: e.g., "room on fire," "rocky terrain," or "flooding trap chamber." But I suppose that if you also find this redundant, since you may believe that you can roleplay anything without need of actions, then there would be little need for this action at all. Your character simply does and reacts, and your GM adjudicates if you can do a thing. This would move the game closer to its Fudge roots, and it would be arguably be better to play Fudge at this point since the aspect system is one of Fate's most clever innovations to Fudge. But in actual gameplay of Fate, I don't particularly see my players "[worried] about fate points," since they spend their focus roleplaying their characters in the story. They are fluent enough in Fate language to "ignore" or "worry about" the abstract mechanics of fate points just as they can for XP, "leveling-up," hit points, and other gamist mechanics in their D&D games. </p><p></p><p>If you are so easily taken out of your immersion, you must be easily distracted by shiny objects then, aren't you? I still disagree with your analogy and your assessment of Fate, but you have explained yourself better here. For example, your hypothetical Fate GM has said something that I have not heard in a Fate game before inside the gameplay itself. That obvious rule implication would be established outside of the gameplay. </p><p></p><p>Again, you are talking about language fluency. You don't have to think about these rules because you are already fluent. A number of people I know, would find the crunchiness of a lot of simulationist to be exceptionally distracting for roleplaying because rules adjudications and rules for every situation destroys their sense of roleplaying, and it would perhap destroys their immersion precisely from that "simulationist" side of things. But for my friends, Fate has become "ingrained" so the idea that fate points would break immersion would be preposterous, if not insulting, for them. They are fluent. And I have seen them spend a greater time "in-character" playing Fate than I have seen them "in-character" with 5E D&D, though they have the same degree of familiarity with both systems. Given that, then I would certainly be curious as to why that would be the case between these two systems and what each does differently that collectively empowers the RP aspect of my players. </p><p></p><p>Genesys looks too gimmicky and rules heavy for my tastes, whereas Fate feels more like a system that does not let the rules get in the way of the roleplaying. Fate is a nice rules medium-rare system that tricks you into thinking that it's rules-rare.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7719182, member: 5142"] Which is neither necessarily RAW nor universally true at tables. But again, notice that you are making a recognized choice to ignore XP as that function of the system with D&D (and other such games) but not with Fate and fate points. One could potentially move fate points, for example, to the end of the game session. (They do restore themselves at the end of a session anyway.) You could turn them into a more general "effort" or "re-roll" system that ties in with the character or attached to particular in-character stunts. It depends on what you mean by "worrying about fate points." If you mean play without fate points, then I don't see why not, so long as the GM nor players invoked/compelled character aspects. The more difficult part would probably be with the [I]Create Advantage[/I] action, which is about discovering and invoking aspects in the roleplay: e.g., "room on fire," "rocky terrain," or "flooding trap chamber." But I suppose that if you also find this redundant, since you may believe that you can roleplay anything without need of actions, then there would be little need for this action at all. Your character simply does and reacts, and your GM adjudicates if you can do a thing. This would move the game closer to its Fudge roots, and it would be arguably be better to play Fudge at this point since the aspect system is one of Fate's most clever innovations to Fudge. But in actual gameplay of Fate, I don't particularly see my players "[worried] about fate points," since they spend their focus roleplaying their characters in the story. They are fluent enough in Fate language to "ignore" or "worry about" the abstract mechanics of fate points just as they can for XP, "leveling-up," hit points, and other gamist mechanics in their D&D games. If you are so easily taken out of your immersion, you must be easily distracted by shiny objects then, aren't you? I still disagree with your analogy and your assessment of Fate, but you have explained yourself better here. For example, your hypothetical Fate GM has said something that I have not heard in a Fate game before inside the gameplay itself. That obvious rule implication would be established outside of the gameplay. Again, you are talking about language fluency. You don't have to think about these rules because you are already fluent. A number of people I know, would find the crunchiness of a lot of simulationist to be exceptionally distracting for roleplaying because rules adjudications and rules for every situation destroys their sense of roleplaying, and it would perhap destroys their immersion precisely from that "simulationist" side of things. But for my friends, Fate has become "ingrained" so the idea that fate points would break immersion would be preposterous, if not insulting, for them. They are fluent. And I have seen them spend a greater time "in-character" playing Fate than I have seen them "in-character" with 5E D&D, though they have the same degree of familiarity with both systems. Given that, then I would certainly be curious as to why that would be the case between these two systems and what each does differently that collectively empowers the RP aspect of my players. Genesys looks too gimmicky and rules heavy for my tastes, whereas Fate feels more like a system that does not let the rules get in the way of the roleplaying. Fate is a nice rules medium-rare system that tricks you into thinking that it's rules-rare. [/QUOTE]
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