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What is *worldbuilding* for?
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<blockquote data-quote="Aldarc" data-source="post: 7446794" data-attributes="member: 5142"><p>Looking at what Evil Hat wrote,... </p><p></p><p>Aspects in Fate are your character. They are your race, class, specialization, subclass, background, bonds/flaws/ideals, etc. They are kinda your everything. They are whatever you deem most important about your character. Aspects are unquestionably more flexible and offer the players greater latitude of freedom than D&D 5E classes/races. Aspects are also always true, and they grant narrative permissions. These narrative permissions could be anything, including flight. They also are meant to alert the GM to what the player wants their character to experience, because Aspects that do not receive regular play, especially Troubles, can ruin the Fate point economy of the game. </p><p></p><p>Aspects and Fate points are intricately tied together. Three out of the four uses of Fate points pertain to your character Aspects: invoke an aspect, refuse a Compel of your Trouble, and declaring a story detail. (The fourth is for powering stunts.) And you earn Fate points primarily by having your Aspects invoked against you and accepting a Compel. </p><p></p><p>When you spend a Fate point to invoke one of your character aspects, you can do one of four things: </p><p>* Take a +2 to the result after you roll. </p><p>* Reroll all your dice. </p><p>* Pass a +2 benefit to another player/character's roll (if reasonable) </p><p>* Add a +2 to passive opposition that makes things more difficult for others </p><p>You can even invoke multiple aspects, if you have the Fate points and the aspects are relevant, such that you can get multiple stacking bonuses. </p><p></p><p>But here is the kicker, I have been describing thus far Aspects as they pertain to your character, but the truth is that in Fate, aspects are everywhere in the scene. This may be a situation aspect "Rotting Rope Ladder" or "Flames Ablaze." Organizations can have aspects. Buildings can have aspects. Your vehicles can have aspects. So the very nature of Aspects in Fate extends beyond simply the character but also into the world. The player can also Create an Advantage by attempting to create an aspect in-play: e.g., "Blinded by Pocketsand!" or "Have a Nice Trip!" You are often discovering new aspects, attempting to get boost and free invokes, and spending fate points. </p><p></p><p>So Aspects and Fate points are cohesive and ingrained in the system. This is a totality of the game experience that D&D 5E can't really touch. </p><p></p><p>They do. There is a lot of GM fiat, but also a lot of player consent and input. A lot of indie games have shifted the social contract around so there is more equality between the GM and players while still promoting "GM empowerment." Fate has a mechanical checks-and-balance system. But a lot of GM rulings are dictated by "fiction first" and then selecting most appropriate mechanics for the situation.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7446794, member: 5142"] Looking at what Evil Hat wrote,... Aspects in Fate are your character. They are your race, class, specialization, subclass, background, bonds/flaws/ideals, etc. They are kinda your everything. They are whatever you deem most important about your character. Aspects are unquestionably more flexible and offer the players greater latitude of freedom than D&D 5E classes/races. Aspects are also always true, and they grant narrative permissions. These narrative permissions could be anything, including flight. They also are meant to alert the GM to what the player wants their character to experience, because Aspects that do not receive regular play, especially Troubles, can ruin the Fate point economy of the game. Aspects and Fate points are intricately tied together. Three out of the four uses of Fate points pertain to your character Aspects: invoke an aspect, refuse a Compel of your Trouble, and declaring a story detail. (The fourth is for powering stunts.) And you earn Fate points primarily by having your Aspects invoked against you and accepting a Compel. When you spend a Fate point to invoke one of your character aspects, you can do one of four things: * Take a +2 to the result after you roll. * Reroll all your dice. * Pass a +2 benefit to another player/character's roll (if reasonable) * Add a +2 to passive opposition that makes things more difficult for others You can even invoke multiple aspects, if you have the Fate points and the aspects are relevant, such that you can get multiple stacking bonuses. But here is the kicker, I have been describing thus far Aspects as they pertain to your character, but the truth is that in Fate, aspects are everywhere in the scene. This may be a situation aspect "Rotting Rope Ladder" or "Flames Ablaze." Organizations can have aspects. Buildings can have aspects. Your vehicles can have aspects. So the very nature of Aspects in Fate extends beyond simply the character but also into the world. The player can also Create an Advantage by attempting to create an aspect in-play: e.g., "Blinded by Pocketsand!" or "Have a Nice Trip!" You are often discovering new aspects, attempting to get boost and free invokes, and spending fate points. So Aspects and Fate points are cohesive and ingrained in the system. This is a totality of the game experience that D&D 5E can't really touch. They do. There is a lot of GM fiat, but also a lot of player consent and input. A lot of indie games have shifted the social contract around so there is more equality between the GM and players while still promoting "GM empowerment." Fate has a mechanical checks-and-balance system. But a lot of GM rulings are dictated by "fiction first" and then selecting most appropriate mechanics for the situation. [/QUOTE]
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