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what is it about 2nd ed that we miss?
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<blockquote data-quote="Neonchameleon" data-source="post: 6862901" data-attributes="member: 87792"><p>I'm sorry. Your entire psychological model is based on the idea that <em>an alcoholic does not want a drink</em>. And because in GURPS an alcoholic does not want to drink GURPS is a better model. The idea that an alcoholic does not want to drink (as opposed to wants not to drink and knows they ought not to drink while also wanting a drink) is ridiculous. In GURPS the character's motivations are entirely in one direction. In Fate, as in real life, they are in both.</p><p></p><p>GURPS works on the author stance "This happens because the dice say it does" principle - and to say that's a solution is risible. Fate, like real life has the character and the player tempted.</p><p></p><p>An alcoholic knows that <em>having a drink might screw them up. And might even screw them up badly.</em> But that is a world away from <em>not wanting a drink</em>.</p><p></p><p>In Fate if you do get the Fate Point it <em>will</em> screw you up. If a Compel isn't nasty the GM is doing it wrong. But having the Fate Point also gives you something that feels good. Does it feel good enough to make up for the compel? Possibly. In GURPS smart play is never to accept temptation. In Fate smart players are genuinelty tempted to portray their character's flaws.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6862901, member: 87792"] I'm sorry. Your entire psychological model is based on the idea that [I]an alcoholic does not want a drink[/I]. And because in GURPS an alcoholic does not want to drink GURPS is a better model. The idea that an alcoholic does not want to drink (as opposed to wants not to drink and knows they ought not to drink while also wanting a drink) is ridiculous. In GURPS the character's motivations are entirely in one direction. In Fate, as in real life, they are in both. GURPS works on the author stance "This happens because the dice say it does" principle - and to say that's a solution is risible. Fate, like real life has the character and the player tempted. An alcoholic knows that [I]having a drink might screw them up. And might even screw them up badly.[/I] But that is a world away from [I]not wanting a drink[/I]. In Fate if you do get the Fate Point it [I]will[/I] screw you up. If a Compel isn't nasty the GM is doing it wrong. But having the Fate Point also gives you something that feels good. Does it feel good enough to make up for the compel? Possibly. In GURPS smart play is never to accept temptation. In Fate smart players are genuinelty tempted to portray their character's flaws. [/QUOTE]
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what is it about 2nd ed that we miss?
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