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Why Do You Hate An RPG System?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7900083" data-attributes="member: 6775031"><p>I'm not familiar with how Champions does its Disadvantages, but in GURPS, it's covered by a random roll to see whether you succumb (with the value of the Disadvantage scaling with the difficulty of the roll). So if you're playing a typical fantasy thief, you might have a compulsion to steal valuable objects, and overcoming that compulsion requires rolling 6 or under on 3d6. Both the player and the character are entirely in the same headspace, that stealing this valuable object right now would be a bad thing, because of the inevitable trouble which it will bring. But they may not be able to help themself, which is what the roll represents.</p><p></p><p>FATE literally says that you should steal that thing, and invite the accompanying trouble, because you want the fate point. That means either 1) You're making an in-character decision based on out-of-character knowledge, which is the definition of meta-gaming as it is commonly used; or 2) Your game world actually does work on narrative causality, and everyone knows this. Neither option great for role-playing, unless you're in Discworld.</p><p></p><p>I'm only saying this because you asked why I hate these systems. I don't know if you were unaware of how many people hate the concept of meta-currency, or why, but I hope I've explained the position sufficiently. In any case, I will now disengage with this thread, for my own safety.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7900083, member: 6775031"] I'm not familiar with how Champions does its Disadvantages, but in GURPS, it's covered by a random roll to see whether you succumb (with the value of the Disadvantage scaling with the difficulty of the roll). So if you're playing a typical fantasy thief, you might have a compulsion to steal valuable objects, and overcoming that compulsion requires rolling 6 or under on 3d6. Both the player and the character are entirely in the same headspace, that stealing this valuable object right now would be a bad thing, because of the inevitable trouble which it will bring. But they may not be able to help themself, which is what the roll represents. FATE literally says that you should steal that thing, and invite the accompanying trouble, because you want the fate point. That means either 1) You're making an in-character decision based on out-of-character knowledge, which is the definition of meta-gaming as it is commonly used; or 2) Your game world actually does work on narrative causality, and everyone knows this. Neither option great for role-playing, unless you're in Discworld. I'm only saying this because you asked why I hate these systems. I don't know if you were unaware of how many people hate the concept of meta-currency, or why, but I hope I've explained the position sufficiently. In any case, I will now disengage with this thread, for my own safety. [/QUOTE]
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