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<blockquote data-quote="Imaro" data-source="post: 7422577" data-attributes="member: 48965"><p>Well as @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=23751" target="_blank">Maxperson</a></u></strong></em> and @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=9200" target="_blank">Hawkeye</a></u></strong></em> stated in earlier posts I was moreso talking at a high system level. The thing is there are games where there are no mechanics to dictate or push your character's behavior and there are games (most being , at least IMHE, narrativist games that want to deliver "story") where your character's personality/behavior is pushed or even forced in certain directions. For people who don't want the mechanics enforcing or pushing for particular behaviors on their characters...these games don't allow them to play the way they want to at a system level.</p><p></p><p>Now to address troubles and compels specifically in FATE and why I feel that even when self selected they can be a hurdle...</p><p>First let's look at FATE points...</p><p></p><p></p><p></p><p>Emphasis mine... so FATE sets up a situation where FATE points are necessary to use your abilities... a vital meta-currency. Contrast this with D&D 5e's inspiration where inspiration points give you advantage on an roll but aren't necessary to actually use a class ability.</p><p></p><p>Next up let's look at how one receives FATE points for compelling troubles...</p><p></p><p></p><p></p><p>So the GM or player suggests a compel and if you accept it you get a FATE point... simple enough and not all that different form D&D 5e's inspiration which is awarded by the GM (or the players themselves if using the variant in the DMG) after the player has played out his flaw. Of course the big difference is if the player doesn't want to play out his flaw at the specific time the GM compels him. In D&D 5e there is no adverse effect for choosing not to play out ones flaws you just don't get the advantage of inspiration on a roll (and if you have inspiration already there's no adverse effect whatsoever). </p><p></p><p>However in FATE you have to pay a Fate point in order to decline the compel. So not only are you not receiving a FATE point but you are also loosing one. This is a pretty big incentive (and actually becomes force if you're out of FATE points) to align with the DM's created and directed expression of your troubles. While in 5e how your flaws manifest and whether you choose to express them at any particular moment in the game is all under the control of the player with little to no force being exerted by the DM. This is what I mean when I say some games allow you to play your character the way you want vs. some forcing your character to play out a certain way in the name of "story".</p><p></p><p>The FATE rules pretty much state upfront that this engineered story is a desired outcome of the game when discussing the FATE point economy... emphasis mine.</p><p></p><p></p><p> </p><p></p><p></p><p></p><p>No that's not what I am saying at all, what I am saying is that in some systems the players are encouraged to roleplay out their flaws but it's not a mechanism to create story and thus isn't enforced. IMO this allows players in those games more power over how, when and why their flaws are expressed vs. in FATE where a vital meta-currency is tied to it and it is used as a mechanism to generate the ebb and flow of story. I'm not placing a value judgement on either as it's clearly boils down to what you are trying to get from your gaming experience.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7422577, member: 48965"] Well as @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=23751"]Maxperson[/URL][/U][/B][/I] and @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=9200"]Hawkeye[/URL][/U][/B][/I] stated in earlier posts I was moreso talking at a high system level. The thing is there are games where there are no mechanics to dictate or push your character's behavior and there are games (most being , at least IMHE, narrativist games that want to deliver "story") where your character's personality/behavior is pushed or even forced in certain directions. For people who don't want the mechanics enforcing or pushing for particular behaviors on their characters...these games don't allow them to play the way they want to at a system level. Now to address troubles and compels specifically in FATE and why I feel that even when self selected they can be a hurdle... First let's look at FATE points... Emphasis mine... so FATE sets up a situation where FATE points are necessary to use your abilities... a vital meta-currency. Contrast this with D&D 5e's inspiration where inspiration points give you advantage on an roll but aren't necessary to actually use a class ability. Next up let's look at how one receives FATE points for compelling troubles... So the GM or player suggests a compel and if you accept it you get a FATE point... simple enough and not all that different form D&D 5e's inspiration which is awarded by the GM (or the players themselves if using the variant in the DMG) after the player has played out his flaw. Of course the big difference is if the player doesn't want to play out his flaw at the specific time the GM compels him. In D&D 5e there is no adverse effect for choosing not to play out ones flaws you just don't get the advantage of inspiration on a roll (and if you have inspiration already there's no adverse effect whatsoever). However in FATE you have to pay a Fate point in order to decline the compel. So not only are you not receiving a FATE point but you are also loosing one. This is a pretty big incentive (and actually becomes force if you're out of FATE points) to align with the DM's created and directed expression of your troubles. While in 5e how your flaws manifest and whether you choose to express them at any particular moment in the game is all under the control of the player with little to no force being exerted by the DM. This is what I mean when I say some games allow you to play your character the way you want vs. some forcing your character to play out a certain way in the name of "story". The FATE rules pretty much state upfront that this engineered story is a desired outcome of the game when discussing the FATE point economy... emphasis mine. No that's not what I am saying at all, what I am saying is that in some systems the players are encouraged to roleplay out their flaws but it's not a mechanism to create story and thus isn't enforced. IMO this allows players in those games more power over how, when and why their flaws are expressed vs. in FATE where a vital meta-currency is tied to it and it is used as a mechanism to generate the ebb and flow of story. I'm not placing a value judgement on either as it's clearly boils down to what you are trying to get from your gaming experience. [/QUOTE]
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