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What is *worldbuilding* for?
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<blockquote data-quote="Aldarc" data-source="post: 7446756" data-attributes="member: 5142"><p>And house cats can be ridden like horses because they too are mammals with tails that walk around on all fours. I'm sorry, but this is an incredibly shallow reading of Fate's mechanics, which anyone "moderately familiar with FATE" should know. There is a lot more to Aspects, Fate points, and the mechanics of Fate than this. </p><p></p><p>We definitely had this debate already, and I definitely disagreed then with your assertion just as I do now. You have done little to show that it could reasonably approximate the experience in Fate. The 5E Bonds system is a stinking piece of garbage slapped haphazardly onto 5E. You take it away from 5E, and not a single player or GM would shed a single tear, much less notice its absence. It's vestigial. If you push the Inspiration mechanic and it would still be such a pale echo. The Inspiration System may have been some of WotC's laziest writing for the entirety of 5E. </p><p></p><p>Maybe not, but it's still more then you think. And screw gaming in the '90s, Tony, we are talking about games now. </p><p></p><p>I don't know what to say apart from "Are you familiar with modern game design?" What I have described regarding GM empowerment is far more common than you think, and this is hardly D&D only or D&D primary. Most of the indie games that have been thrown around have a heavy GM fiat component: Dungeon World, Blades in the Dark, Fate, Cypher System, etc.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7446756, member: 5142"] And house cats can be ridden like horses because they too are mammals with tails that walk around on all fours. I'm sorry, but this is an incredibly shallow reading of Fate's mechanics, which anyone "moderately familiar with FATE" should know. There is a lot more to Aspects, Fate points, and the mechanics of Fate than this. We definitely had this debate already, and I definitely disagreed then with your assertion just as I do now. You have done little to show that it could reasonably approximate the experience in Fate. The 5E Bonds system is a stinking piece of garbage slapped haphazardly onto 5E. You take it away from 5E, and not a single player or GM would shed a single tear, much less notice its absence. It's vestigial. If you push the Inspiration mechanic and it would still be such a pale echo. The Inspiration System may have been some of WotC's laziest writing for the entirety of 5E. Maybe not, but it's still more then you think. And screw gaming in the '90s, Tony, we are talking about games now. I don't know what to say apart from "Are you familiar with modern game design?" What I have described regarding GM empowerment is far more common than you think, and this is hardly D&D only or D&D primary. Most of the indie games that have been thrown around have a heavy GM fiat component: Dungeon World, Blades in the Dark, Fate, Cypher System, etc. [/QUOTE]
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