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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7445955" data-attributes="member: 82106"><p>OK, what optional tells me is that the game already has a set paradigm on which it works, independently of some sort of narrative mechanics (Inspiration and etc). So any such rules are going to be a secondary consideration, something added onto existing mechanics to tweak an existing system. OTOH the mechanics in FATE <strong>are</strong> the game, they're central to how it works and everything else is built up around that concept. Thus I don't agree that 5e Inspiration achieves the same thing, or leads to the same sort of play that exists in FATE. </p><p></p><p>Scene framing simply IS the process with FATE, every scene in the game exists in relation to the needs/goals/aspects of the PCs. Now, FATE itself is a sort of boilerplate, not a system that you just play. You have to 'flesh it out' and part of that process would involve certain types of decisions. That would include whether or not your game is a zero myth, story now sort of game, or if it focuses more on some predetermined elements. So it isn't possible to be completely definitive in terms of what that process is in FATE. </p><p></p><p>In general the process is simply that the players define what they want to do in some fashion, via backstory, build choices, aspects (mainly in FATE), and maybe other things. The GM then frames a scene in terms which directly challenge the beliefs/goals/interests of the characters in terms of what they decided those were. FATE, IIRC then allows players to use FATE points to add or change some of the elements introduced by the GM. Play proceeds with the dice determining whether or not character's achieve their objects in the scene or not, and at some point the scene ends (IIRC there are some rules about when this happens) and the GM frames a new scene, or play proceeds in a purely narrative fashion so as to set up the next conflict. </p><p></p><p>Honestly I'm not a FATE guru either. I'm sure there are other people who can get down into the detailed specifics on that system more than I can.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7445955, member: 82106"] OK, what optional tells me is that the game already has a set paradigm on which it works, independently of some sort of narrative mechanics (Inspiration and etc). So any such rules are going to be a secondary consideration, something added onto existing mechanics to tweak an existing system. OTOH the mechanics in FATE [b]are[/b] the game, they're central to how it works and everything else is built up around that concept. Thus I don't agree that 5e Inspiration achieves the same thing, or leads to the same sort of play that exists in FATE. Scene framing simply IS the process with FATE, every scene in the game exists in relation to the needs/goals/aspects of the PCs. Now, FATE itself is a sort of boilerplate, not a system that you just play. You have to 'flesh it out' and part of that process would involve certain types of decisions. That would include whether or not your game is a zero myth, story now sort of game, or if it focuses more on some predetermined elements. So it isn't possible to be completely definitive in terms of what that process is in FATE. In general the process is simply that the players define what they want to do in some fashion, via backstory, build choices, aspects (mainly in FATE), and maybe other things. The GM then frames a scene in terms which directly challenge the beliefs/goals/interests of the characters in terms of what they decided those were. FATE, IIRC then allows players to use FATE points to add or change some of the elements introduced by the GM. Play proceeds with the dice determining whether or not character's achieve their objects in the scene or not, and at some point the scene ends (IIRC there are some rules about when this happens) and the GM frames a new scene, or play proceeds in a purely narrative fashion so as to set up the next conflict. Honestly I'm not a FATE guru either. I'm sure there are other people who can get down into the detailed specifics on that system more than I can. [/QUOTE]
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