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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7445965" data-attributes="member: 82106"><p>Right, what I would say is that [MENTION=16814]Ovinomancer[/MENTION] is shifting the goal posts. The question was about what the SYSTEM does, and he is trying to talk about what the GM can do, independent of system. </p><p></p><p>BUT I would go further and say that systems like 5e ACTIVELY WORK AGAINST the sorts of play that you would see in a game like FATE. The way characters are designed in 5e vests all their abilities in their character features and abilities, and these are NOT gated by any situational mechanic, except Inspiration, which is a pretty superficial mechanism. AT BEST what this means is that a player interested in a specific sort of game experience has to trust entirely in the ability and interest of the GM in producing what he wants, BY KITBASHING 5e (or just relying on ad hoc 'rulings'). Clearly, as a player interested in something like a story now game, or even a more traditional but narratively focused game, it is in my better interests, more sure to produce what I want, if I play in a game that uses FATE instead of 5e. To get the full experience with 5e, we really have to alter that game, and that's been proven time and time again to be a process fraught with the risk of missing the boat.</p><p></p><p>Remember, the original point made where was a claim that some universal system, such as 5e, can simply be kitbashed into anything and it will serve to replace any other arbitrary game. I think we've sufficiently dismissed that claim as far fetched. Certainly to make 5e into 'FATE for fantasy' would require a degree of kitbashing so large that it wouldn't qualify as being 5e anymore in most people's book.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7445965, member: 82106"] Right, what I would say is that [MENTION=16814]Ovinomancer[/MENTION] is shifting the goal posts. The question was about what the SYSTEM does, and he is trying to talk about what the GM can do, independent of system. BUT I would go further and say that systems like 5e ACTIVELY WORK AGAINST the sorts of play that you would see in a game like FATE. The way characters are designed in 5e vests all their abilities in their character features and abilities, and these are NOT gated by any situational mechanic, except Inspiration, which is a pretty superficial mechanism. AT BEST what this means is that a player interested in a specific sort of game experience has to trust entirely in the ability and interest of the GM in producing what he wants, BY KITBASHING 5e (or just relying on ad hoc 'rulings'). Clearly, as a player interested in something like a story now game, or even a more traditional but narratively focused game, it is in my better interests, more sure to produce what I want, if I play in a game that uses FATE instead of 5e. To get the full experience with 5e, we really have to alter that game, and that's been proven time and time again to be a process fraught with the risk of missing the boat. Remember, the original point made where was a claim that some universal system, such as 5e, can simply be kitbashed into anything and it will serve to replace any other arbitrary game. I think we've sufficiently dismissed that claim as far fetched. Certainly to make 5e into 'FATE for fantasy' would require a degree of kitbashing so large that it wouldn't qualify as being 5e anymore in most people's book. [/QUOTE]
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