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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7427463" data-attributes="member: 82106"><p>I think they lack the 'heft' of FATE character aspects, which are pretty much all-defining. Depending on the exact system you're playing they could be somewhat more or less important, but an aspect is powerful, the rules let you leverage it in various ways, its a major part of your character. </p><p></p><p>5e's IBFs are, first of all, much more specific, being at least an entire sentence, which makes them closer to backstory. There's also no tie in to anything in the rules, particularly. I think they're meant to play into Inspiration, but that itself is a relatively weak narrativist mechanic. The rest of the system doesn't particularly envisage or support Story Now, though it doesn't actively prevent it either. </p><p></p><p>Another consideration is that FATE is really intended to be played this way. It doesn't work without leveraging character's traits. 5e you can just plain ignore them, they're not inherently important at all.</p><p></p><p></p><p></p><p>I've found that players LOVE the kind of immersion that something like FATE can give them, because it creates a whole feeling of characterization that you have to know how to work at in games of the 5e type (which may actually punish it in some cases).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7427463, member: 82106"] I think they lack the 'heft' of FATE character aspects, which are pretty much all-defining. Depending on the exact system you're playing they could be somewhat more or less important, but an aspect is powerful, the rules let you leverage it in various ways, its a major part of your character. 5e's IBFs are, first of all, much more specific, being at least an entire sentence, which makes them closer to backstory. There's also no tie in to anything in the rules, particularly. I think they're meant to play into Inspiration, but that itself is a relatively weak narrativist mechanic. The rest of the system doesn't particularly envisage or support Story Now, though it doesn't actively prevent it either. Another consideration is that FATE is really intended to be played this way. It doesn't work without leveraging character's traits. 5e you can just plain ignore them, they're not inherently important at all. I've found that players LOVE the kind of immersion that something like FATE can give them, because it creates a whole feeling of characterization that you have to know how to work at in games of the 5e type (which may actually punish it in some cases). [/QUOTE]
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