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Why Do You Hate An RPG System?
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<blockquote data-quote="Ratskinner" data-source="post: 7900717" data-attributes="member: 6688937"><p>Yeah, I was referencing the more general complaint. Sorry if that sounded too pointed at you.</p><p></p><p></p><p></p><p>I'm sure you can imagine I find this quite curious, as my experience with Fate is very different.</p><p></p><p></p><p></p><p>No argument.</p><p></p><p></p><p></p><p>I would say that depends greatly on the player(s). I have never experienced such a thing.</p><p></p><p></p><p></p><p>I'm thinking that you got auto-corrected from "aspect" to "action" for part of this. Nonetheless, its up to the GM to determine what is an isn't a valid compel or invocation of an aspect. (if you are still thinking in terms of "tagging", you are an iteration or two of Fate behind the times.) That judgement if fundamental to running a game like Fate. Its not optional. If the GM is shirking his duties, of course the game will fail.</p><p></p><p>Such a player is actually <u>not</u> a good Fate player. Any more than a D&D player who demands respect for his Paladin while shirking all his responsibilities. Additionally, from a tactical point of view, he will be out of Fate points very quickly, if the GM is on point. In D&D terms, he's going nova on the first room of goblins.</p><p></p><p></p><p></p><p>It may be that <u>you</u> typically see this in a game of Fate, but this is a fairly foreign experience for most Fate players. This is often (IME) the result of players who come from D&D and simply don't understand that Fate comes with different play goals.* However, they are also often expecting or playing a "broken" version of Fate (at least its modern incarnation). Some of the common "misses" that fall into this:</p><p>1) easy compels - a compel should <em>hurt, </em>as in modify the story significantly. If you're compelling for any kind of advantage...you're doin' it wrong.</p><p>2) the GM being bad at enforcing the <em>permission</em> part of Fate aspects.</p><p>3) easy invocations - invoking an aspect needs to have some narrative justification as to why it applies. Additionally, it should be limited by the expense of a Fate point.</p><p>4) trying to do "D&D with Fate". Fate is, IMO, unsuited for a typical dungeoneering game. It looks like it should be, but its not really. Especially true if you're playing with veteran D&D-ers. Even with non-D&D-ers, it gets....weird.</p><p>5) too much "free play". We get used to allowing players to "prep" quite a lot, because games like D&D don't have a mechanism for consistently doing so. If you're players are spending a ton of time just rolling "Create Advantage"....you've lost your way. Send in the ninjas. (I mean, that's literally the joke-name of the technique) Personally, if it makes sense in the narrative, I give the players a once-round-the-table "montage". Fate should run like a movie or TV show, not a book.</p><p>6) some of the above fall into the broader category of not pushing hard enough...and I don't mean the D&D way of adding more HP/AC whatnot. I mean, pushing deadlines, travel...Fate PCs are fairly competent and the GM can swing at them a lot harder than he's probably used to.</p><p></p><p>Now, I would note that this is not to say that you shouldn't "stack" a lot of invocations on a single roll. Heavens, no. That is the primary way (mechanically) that a group of PCs tackles a big scene like a boss fight (or similar). If you're doing it right, its very much like the old Claremont era X-men.</p><p></p><p>I'd also note that its not rare for new Fate GMs to have trouble getting their players to engage in the FP economy at all. (Often they are too used to "taking it easy" on the PCs or "trying to balance an encounter".) This is the exact opposite of what you are describing! </p><p></p><p></p><p></p><p>If you're GMing it right....a player who plays this way (often with positive-only aspects) should find himself out of Fate points right quick. You only start with 5 or less (usually).</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7900717, member: 6688937"] Yeah, I was referencing the more general complaint. Sorry if that sounded too pointed at you. I'm sure you can imagine I find this quite curious, as my experience with Fate is very different. No argument. I would say that depends greatly on the player(s). I have never experienced such a thing. I'm thinking that you got auto-corrected from "aspect" to "action" for part of this. Nonetheless, its up to the GM to determine what is an isn't a valid compel or invocation of an aspect. (if you are still thinking in terms of "tagging", you are an iteration or two of Fate behind the times.) That judgement if fundamental to running a game like Fate. Its not optional. If the GM is shirking his duties, of course the game will fail. Such a player is actually [U]not[/U] a good Fate player. Any more than a D&D player who demands respect for his Paladin while shirking all his responsibilities. Additionally, from a tactical point of view, he will be out of Fate points very quickly, if the GM is on point. In D&D terms, he's going nova on the first room of goblins. It may be that [U]you[/U] typically see this in a game of Fate, but this is a fairly foreign experience for most Fate players. This is often (IME) the result of players who come from D&D and simply don't understand that Fate comes with different play goals.* However, they are also often expecting or playing a "broken" version of Fate (at least its modern incarnation). Some of the common "misses" that fall into this: 1) easy compels - a compel should [I]hurt, [/I]as in modify the story significantly. If you're compelling for any kind of advantage...you're doin' it wrong. 2) the GM being bad at enforcing the [I]permission[/I] part of Fate aspects. 3) easy invocations - invoking an aspect needs to have some narrative justification as to why it applies. Additionally, it should be limited by the expense of a Fate point. 4) trying to do "D&D with Fate". Fate is, IMO, unsuited for a typical dungeoneering game. It looks like it should be, but its not really. Especially true if you're playing with veteran D&D-ers. Even with non-D&D-ers, it gets....weird. 5) too much "free play". We get used to allowing players to "prep" quite a lot, because games like D&D don't have a mechanism for consistently doing so. If you're players are spending a ton of time just rolling "Create Advantage"....you've lost your way. Send in the ninjas. (I mean, that's literally the joke-name of the technique) Personally, if it makes sense in the narrative, I give the players a once-round-the-table "montage". Fate should run like a movie or TV show, not a book. 6) some of the above fall into the broader category of not pushing hard enough...and I don't mean the D&D way of adding more HP/AC whatnot. I mean, pushing deadlines, travel...Fate PCs are fairly competent and the GM can swing at them a lot harder than he's probably used to. Now, I would note that this is not to say that you shouldn't "stack" a lot of invocations on a single roll. Heavens, no. That is the primary way (mechanically) that a group of PCs tackles a big scene like a boss fight (or similar). If you're doing it right, its very much like the old Claremont era X-men. I'd also note that its not rare for new Fate GMs to have trouble getting their players to engage in the FP economy at all. (Often they are too used to "taking it easy" on the PCs or "trying to balance an encounter".) This is the exact opposite of what you are describing! If you're GMing it right....a player who plays this way (often with positive-only aspects) should find himself out of Fate points right quick. You only start with 5 or less (usually). [/QUOTE]
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