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What is *worldbuilding* for?
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<blockquote data-quote="Aldarc" data-source="post: 7429101" data-attributes="member: 5142"><p>It's cool. I misread your tone. You clarified your position. And so I dropped that in the reply quotes. </p><p></p><p>Here, I would agree. Fate is not really the ideal game for a reactive set of players, at least not without some proactive gamers to carry the group. It does assume that the protagonists are fairly proactive. Though here I do find that this sometimes requires mentoring players to learn proactive gaming because a lot of gaming/GMing styles seemed to foster a more reactive one. (Not necessarily in your games, but overall.) There is nothing wrong with reactive gaming. </p><p></p><p>I just wish that it had been better designed. Again, less Background-tied. It would not even need to be in the Foreground, as per Fate. Inspiration could just be Ground. Your race, class, and background could all have ideals/bonds/flaws. Maybe you pick one ideal, bond, flaw total from all available options, or maybe you pick one ideal from each grouping for three total ideals, etc. Perhaps you would start out with an Inspiration pool. There is far more that you could do with Inspiration. But as it is, it's kinda a dud for both Player Type Xs and Player Type Ys. </p><p></p><p>I do agree with [MENTION=82106]AbdulAlhazred[/MENTION] that the disengaged players are a rarity in my games. But even then, I have found that many of said players are often engaged with who their characters are. Some have an amazing investment of character, but the group knows that the player just came home from a closing shift at a department store and dealt with stupid customers and coworkers the entire day and so their "disengagement" is not about the game but psychological recuperation. Some just want to play the fighter that hits things, and that's fine. I have also experienced a number of players, including some of my current ones, who are somewhat disengaged in play from D&D but suddenly come into their own when dropped into Fate or other game systems.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7429101, member: 5142"] It's cool. I misread your tone. You clarified your position. And so I dropped that in the reply quotes. Here, I would agree. Fate is not really the ideal game for a reactive set of players, at least not without some proactive gamers to carry the group. It does assume that the protagonists are fairly proactive. Though here I do find that this sometimes requires mentoring players to learn proactive gaming because a lot of gaming/GMing styles seemed to foster a more reactive one. (Not necessarily in your games, but overall.) There is nothing wrong with reactive gaming. I just wish that it had been better designed. Again, less Background-tied. It would not even need to be in the Foreground, as per Fate. Inspiration could just be Ground. Your race, class, and background could all have ideals/bonds/flaws. Maybe you pick one ideal, bond, flaw total from all available options, or maybe you pick one ideal from each grouping for three total ideals, etc. Perhaps you would start out with an Inspiration pool. There is far more that you could do with Inspiration. But as it is, it's kinda a dud for both Player Type Xs and Player Type Ys. I do agree with [MENTION=82106]AbdulAlhazred[/MENTION] that the disengaged players are a rarity in my games. But even then, I have found that many of said players are often engaged with who their characters are. Some have an amazing investment of character, but the group knows that the player just came home from a closing shift at a department store and dealt with stupid customers and coworkers the entire day and so their "disengagement" is not about the game but psychological recuperation. Some just want to play the fighter that hits things, and that's fine. I have also experienced a number of players, including some of my current ones, who are somewhat disengaged in play from D&D but suddenly come into their own when dropped into Fate or other game systems. [/QUOTE]
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