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Why Do You Hate An RPG System?
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<blockquote data-quote="Arilyn" data-source="post: 7900580" data-attributes="member: 6816042"><p>There is a mischaracterization made by Fate detractors that players are choosing to fail, that in fact they have to fail, in order to have enough power to succeed later. This is not at all how the game works. Accepting a fate point is not failing, just letting one of your aspects add a complication to the scene. And you do not need to accept that complication. Fate points flow steadily back and forth. Refusing them occasionally will not destroy your character's power base. </p><p></p><p>As for aspect fishing? The GM, and probably the other players are going to just say, "Nice try, not going to work." It's no different from players trying to stretch their abilities to absurd lengths in any other game. </p><p></p><p>Players choose their own aspects and are role playing throughout the whole session, not just when they need that point. Game sessions feel like a tv episode or comic book issue. You can just have fun romps or get into deep role playing with painful decisions leading to dire consequences. Fate can encompass a wide variety of tones and genres. The game is very stretchy that way and manages to work as a generic system/toolbox which can be difficult for games to accomplish. </p><p></p><p> I have played a lot of Fate. It's elegant, a ton of fun and intuitive. I especially find it the easiest game to introduce to new players to the hobby, because it allows them to engage in stories that feel like their favourite shows, which is often what draws them to the hobby in the first place. </p><p></p><p>Now if you don't like Fate points or like more crunch, or don't like the toolbox nature of the game, these are perfectly valid reasons for disliking Fate. But you can't claim it discourages role play, or is an incoherent mess (the Wil Wheton episode, unfortunately did Fate no favours... <img class="smilie smilie--emoji" alt="🙄" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" title="Face with rolling eyes :rolling_eyes:" data-shortname=":rolling_eyes:" loading="lazy" width="64" height="64" />) The bookmark which came with my copy has all the rules you need on it, so definitely not hard to learn. It comes at roleplaying from a very different angle than more traditional games like D&D, although these days Fate is fairly mainstream.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7900580, member: 6816042"] There is a mischaracterization made by Fate detractors that players are choosing to fail, that in fact they have to fail, in order to have enough power to succeed later. This is not at all how the game works. Accepting a fate point is not failing, just letting one of your aspects add a complication to the scene. And you do not need to accept that complication. Fate points flow steadily back and forth. Refusing them occasionally will not destroy your character's power base. As for aspect fishing? The GM, and probably the other players are going to just say, "Nice try, not going to work." It's no different from players trying to stretch their abilities to absurd lengths in any other game. Players choose their own aspects and are role playing throughout the whole session, not just when they need that point. Game sessions feel like a tv episode or comic book issue. You can just have fun romps or get into deep role playing with painful decisions leading to dire consequences. Fate can encompass a wide variety of tones and genres. The game is very stretchy that way and manages to work as a generic system/toolbox which can be difficult for games to accomplish. I have played a lot of Fate. It's elegant, a ton of fun and intuitive. I especially find it the easiest game to introduce to new players to the hobby, because it allows them to engage in stories that feel like their favourite shows, which is often what draws them to the hobby in the first place. Now if you don't like Fate points or like more crunch, or don't like the toolbox nature of the game, these are perfectly valid reasons for disliking Fate. But you can't claim it discourages role play, or is an incoherent mess (the Wil Wheton episode, unfortunately did Fate no favours... 🙄) The bookmark which came with my copy has all the rules you need on it, so definitely not hard to learn. It comes at roleplaying from a very different angle than more traditional games like D&D, although these days Fate is fairly mainstream. [/QUOTE]
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