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Why Do You Hate An RPG System?
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<blockquote data-quote="Arilyn" data-source="post: 7900849" data-attributes="member: 6816042"><p>Using Buffy as an example of Fate working properly. </p><p></p><p>Willow's character, later in the campaign, has the aspect, "Magic can solve my problems." </p><p>Tara and Willow are fighting over this, and GM slides fate point over to Willow's character, reminding her that she can end these uncomfortable fights with a little hocus pocus, or Willow's character hexes Tara without GM input. Either way, Willow gets a fate point. Or Willow can announce she'd never do this to Tara, and pushes fate point back to GM and play continues. Either option is fine. Player not being bribed or railroaded. What should not be happening is Willow's player using this aspect willy nilly to get bonuses or fate points. But it should come into play. Willow's character chose this aspect as an important part of Willow's personality, at least for a while. Aspects can change over time, as we can see with Willow over the course of the series. </p><p></p><p>Fate points along with the dice drive the game forward, but it needs to make sense, be dramatic and flow naturally. It should never be turned into quest for every little advantage I can get. If your table plays the game this way, yes, it's going to fall flat big time, and you should definitely play a different system. If everyone is on board playing Fate as intended you get a very narrative game, much like a tv show. It works beautifully. But not everyone wants their RPGs to run like this. We all have different tastes, but not liking Fate doesn't make it cludgy, broken or not living up to its description. It just means it's not the game for you.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7900849, member: 6816042"] Using Buffy as an example of Fate working properly. Willow's character, later in the campaign, has the aspect, "Magic can solve my problems." Tara and Willow are fighting over this, and GM slides fate point over to Willow's character, reminding her that she can end these uncomfortable fights with a little hocus pocus, or Willow's character hexes Tara without GM input. Either way, Willow gets a fate point. Or Willow can announce she'd never do this to Tara, and pushes fate point back to GM and play continues. Either option is fine. Player not being bribed or railroaded. What should not be happening is Willow's player using this aspect willy nilly to get bonuses or fate points. But it should come into play. Willow's character chose this aspect as an important part of Willow's personality, at least for a while. Aspects can change over time, as we can see with Willow over the course of the series. Fate points along with the dice drive the game forward, but it needs to make sense, be dramatic and flow naturally. It should never be turned into quest for every little advantage I can get. If your table plays the game this way, yes, it's going to fall flat big time, and you should definitely play a different system. If everyone is on board playing Fate as intended you get a very narrative game, much like a tv show. It works beautifully. But not everyone wants their RPGs to run like this. We all have different tastes, but not liking Fate doesn't make it cludgy, broken or not living up to its description. It just means it's not the game for you. [/QUOTE]
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