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what is it about 2nd ed that we miss?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6862337" data-attributes="member: 6775031"><p>If that's the goal of a story-game, then the rules utterly fail to allow that. The rules of FATE are written such as to constantly remind the players that these are characters in a story, and that they should do whatever is the most dramatic and "fun" at the table, rather than what the character would <em>actually</em> do in that situation. Seriously, they mention that <em>ad nauseum</em> - it literally made me sick, just reading the book.</p><p></p><p>You don't need <em>rules</em> to govern psychology and motivations. You're supposed to imagine that you're there, and work out what the psychology and motivations would be based on backstory and circumstance and everything else in the setting. These factors are much more complex than can be expressed with simple language and equations. If you try to codify them, then they're eventually going to conflict with the answers you come up with on your own, and it's no fun to have the rules tell you that you're playing your character incorrectly. <em>You know the motivations of your own character far better than any ruleset can describe.</em><em> Human beings are perfectly capable of mentally modeling different people already. Rules attempting to govern such a thing can only be counter-productive.</em></p><p></p><p>And real people in the real world actually <em>do</em> grow by experience. That's literally the origin and definition of the term. The only place where D&D gets it wrong is by conflating fight experience with skill experience, but even that is somewhat-excusable given the assumptions of the genre.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6862337, member: 6775031"] If that's the goal of a story-game, then the rules utterly fail to allow that. The rules of FATE are written such as to constantly remind the players that these are characters in a story, and that they should do whatever is the most dramatic and "fun" at the table, rather than what the character would [I]actually[/I] do in that situation. Seriously, they mention that [I]ad nauseum[/I] - it literally made me sick, just reading the book. You don't need [I]rules[/I] to govern psychology and motivations. You're supposed to imagine that you're there, and work out what the psychology and motivations would be based on backstory and circumstance and everything else in the setting. These factors are much more complex than can be expressed with simple language and equations. If you try to codify them, then they're eventually going to conflict with the answers you come up with on your own, and it's no fun to have the rules tell you that you're playing your character incorrectly. [I]You know the motivations of your own character far better than any ruleset can describe.[/I][I] Human beings are perfectly capable of mentally modeling different people already. Rules attempting to govern such a thing can only be counter-productive.[/I] And real people in the real world actually [I]do[/I] grow by experience. That's literally the origin and definition of the term. The only place where D&D gets it wrong is by conflating fight experience with skill experience, but even that is somewhat-excusable given the assumptions of the genre. [/QUOTE]
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what is it about 2nd ed that we miss?
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