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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7451618" data-attributes="member: 82106"><p>I think, for me at least, when I play a game I want a game that puts the elements I'm interested in front-and-center. 5e has a subsystem that lets you do a sort of narrativist 'coupon' and its tied weakly to character traits. I think if I had a 1-10 scale, I'd put it at 3. The fact that it is optional isn't important to me in the sense that I 'forget about' optional things, it is important in the sense that it tells me the game was designed without that in mind and it is thus not central to how the game plays. FATE, on the same scale is a 9, and Aspects/FATE points are TOTALLY at the center of the game. You will engage this mechanic, all the time, in play. It creates a very different overall dynamic. </p><p></p><p>Obviously it is true that for some sensibilities there's likely something that is 'too much' and something else that is 'just enough', and 5e's PIBFs/Inspiration undoubtedly falls in that range for some set of people. I'm not really criticizing 5e at all, or minimizing this feature. It is what it is and that's fine. Tastes just vary, obviously. As long as its understood that FATE and 5e are on different parts of a continuum and serve somewhat different needs, that's cool.</p><p></p><p> </p><p>I don't know what to say. I'd have to study it and figure out exactly what they're doing and which rules it engages. My experience/reading of FATE is that stunts which allow spending FATE points are very rare (there are none actually shown as examples in FATE Core itself) though it is stated this is a possibility. Failing that, then Aspects must be being engaged in order to spend FATE points. So, is it possible everyone could simply ignore the FATE point mechanics and just play FUDGE? Yeah, I guess.... I don't understand what the point of that would be! </p><p></p><p>IME the whole dynamic of FATE is the players are constantly looking for Aspects to Tag so they can get free invokes, which is a major incentive to pull in aspects. The GM is pushing you constantly into conflicts, which means leveraging your aspects, and almost certainly compelling them, which forces the players to spend FATE points, and then drives them to accept their own compels in order to acquire more. When things really get critical they will absolutely pull out all the stops and toss their points in to create new aspects to use for advantage (often by tagging them) and/or invoking aspects themselves. </p><p></p><p>One interesting variation we created was one where the FATE points are a closed system. Each time the GM or a player spends one, it goes into the pool of whomever the compel/invoke was aimed at (or to the GM in some cases, there's possible edge cases to deal with). That creates an even more dynamic type of setup and makes it so points can't really 'run down', which could happen in the classic version (though usually that just means the PCs suddenly get in hot water and then they're stocked up again!). </p><p></p><p></p><p>It depends on if you count core, or also the attached System Toolkit, Adversary Toolkit, and the games Atomic Robo, Frontier Spirit, Gods and Monsters, Sails Full of Stars, Three Rocketeers, Venture City, and War of Ashes. These are all now attached to the FATE Core SRD.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7451618, member: 82106"] I think, for me at least, when I play a game I want a game that puts the elements I'm interested in front-and-center. 5e has a subsystem that lets you do a sort of narrativist 'coupon' and its tied weakly to character traits. I think if I had a 1-10 scale, I'd put it at 3. The fact that it is optional isn't important to me in the sense that I 'forget about' optional things, it is important in the sense that it tells me the game was designed without that in mind and it is thus not central to how the game plays. FATE, on the same scale is a 9, and Aspects/FATE points are TOTALLY at the center of the game. You will engage this mechanic, all the time, in play. It creates a very different overall dynamic. Obviously it is true that for some sensibilities there's likely something that is 'too much' and something else that is 'just enough', and 5e's PIBFs/Inspiration undoubtedly falls in that range for some set of people. I'm not really criticizing 5e at all, or minimizing this feature. It is what it is and that's fine. Tastes just vary, obviously. As long as its understood that FATE and 5e are on different parts of a continuum and serve somewhat different needs, that's cool. I don't know what to say. I'd have to study it and figure out exactly what they're doing and which rules it engages. My experience/reading of FATE is that stunts which allow spending FATE points are very rare (there are none actually shown as examples in FATE Core itself) though it is stated this is a possibility. Failing that, then Aspects must be being engaged in order to spend FATE points. So, is it possible everyone could simply ignore the FATE point mechanics and just play FUDGE? Yeah, I guess.... I don't understand what the point of that would be! IME the whole dynamic of FATE is the players are constantly looking for Aspects to Tag so they can get free invokes, which is a major incentive to pull in aspects. The GM is pushing you constantly into conflicts, which means leveraging your aspects, and almost certainly compelling them, which forces the players to spend FATE points, and then drives them to accept their own compels in order to acquire more. When things really get critical they will absolutely pull out all the stops and toss their points in to create new aspects to use for advantage (often by tagging them) and/or invoking aspects themselves. One interesting variation we created was one where the FATE points are a closed system. Each time the GM or a player spends one, it goes into the pool of whomever the compel/invoke was aimed at (or to the GM in some cases, there's possible edge cases to deal with). That creates an even more dynamic type of setup and makes it so points can't really 'run down', which could happen in the classic version (though usually that just means the PCs suddenly get in hot water and then they're stocked up again!). It depends on if you count core, or also the attached System Toolkit, Adversary Toolkit, and the games Atomic Robo, Frontier Spirit, Gods and Monsters, Sails Full of Stars, Three Rocketeers, Venture City, and War of Ashes. These are all now attached to the FATE Core SRD. [/QUOTE]
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