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Why Do You Hate An RPG System?
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<blockquote data-quote="Neonchameleon" data-source="post: 7909587" data-attributes="member: 87792"><p>All of which assumes that I have a perfect knowledge of everything my character would want to do and a perfect knowledge of the backstory of every item that would come up. And that I weight things exactly the same way as they do.</p><p></p><p>In reality I'm never going to be able to see the shine of the gold and feel it warm up under my fingertips - I simply do not get the same visceral. If it belongs in a museum it would be lucky to have a backstory of the index card's worth of text you normally see by a museum exhibit.</p><p></p><p>If on the other hand I get a bennie like a Fate point a significant part of that visceral, tactile mismatch vanishes. I might not touch it - but I still get the same dopamine hit of getting something shiny. And the Fate Point gives a clue visible to everyone <em>how much</em> my character wants it.</p><p></p><p>To use an analogy, too many movies these days are acted in front of a green screen. Your position is that if you're truly acting a green screen and no props at all shouldn't make a difference. Mine is that I want props of about the right shape and weight even if we're going to CGI an overlay to them because it is much much easier to act when more of it is real.</p><p></p><p></p><p></p><p>And this is why Fate is far superior to GURPS for roleplaying. In Fate I get to make choices about whether I do something, and am given temptations and the dopamine hit my character would get for giving in to the temptation. In GURPS, as you say, "Making a Willpower check is not a voluntary choice" - I am not roleplaying because I am not making choices. Instead I am being mind controlled by the dice and then filling in why I did what I did. In Fate I am roleplaying, in GURPS I am not.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7909587, member: 87792"] All of which assumes that I have a perfect knowledge of everything my character would want to do and a perfect knowledge of the backstory of every item that would come up. And that I weight things exactly the same way as they do. In reality I'm never going to be able to see the shine of the gold and feel it warm up under my fingertips - I simply do not get the same visceral. If it belongs in a museum it would be lucky to have a backstory of the index card's worth of text you normally see by a museum exhibit. If on the other hand I get a bennie like a Fate point a significant part of that visceral, tactile mismatch vanishes. I might not touch it - but I still get the same dopamine hit of getting something shiny. And the Fate Point gives a clue visible to everyone [I]how much[/I] my character wants it. To use an analogy, too many movies these days are acted in front of a green screen. Your position is that if you're truly acting a green screen and no props at all shouldn't make a difference. Mine is that I want props of about the right shape and weight even if we're going to CGI an overlay to them because it is much much easier to act when more of it is real. And this is why Fate is far superior to GURPS for roleplaying. In Fate I get to make choices about whether I do something, and am given temptations and the dopamine hit my character would get for giving in to the temptation. In GURPS, as you say, "Making a Willpower check is not a voluntary choice" - I am not roleplaying because I am not making choices. Instead I am being mind controlled by the dice and then filling in why I did what I did. In Fate I am roleplaying, in GURPS I am not. [/QUOTE]
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