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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Aldarc" data-source="post: 8662284" data-attributes="member: 5142"><p>Yep. And "mostly HCS... driven by strong fiction first engine" is honestly pretty close to describing what Cortex Plus/Prime does as a game engine, which is why it's often used for simulating other media properties like Leverage, Smallville, Dragon Prince, and He-Man. Cam Banks said that one reason he likes his own Cortex system is because essentially the entire character concept - e.g., Distinctions, Values, Attributes, Assets, etc. - goes into assembling the dice pool for the roll.</p><p></p><p>Edit: I think one reason why the play principles can be difficult to glean from reading the Fate rules - at least in comparison to games like PbtA and FitD that scream their principles in your face - is because Fate Core, Accelerated, Condensed, and the Toolkit represent incomplete games. They are toolkit books for Building-Your-Own-Game. It's easier, IMO, once you look through at some shining examples of Fate games. It's likewise easier IME to get the play principles for Cortex from Tales of Xadia, for example, than it is from Cortex Prime. Again, this is in contrast to PbtA and FitD, which have no generic toolkit system for creating your own game. </p><p></p><p></p><p>Presumably <a href="https://www.drivethrurpg.com/product/150889/Gods-and-Monsters-o-A-World-of-Adventure-for-Fate-Core" target="_blank"><em>Gods and Monsters</em></a>.</p><p></p><p></p><p>That's pretty fun. DFA converts the idea of PbtA playbooks, but makes them more Fate-appropriate (i.e., Mantles). What really makes it sing is how it packages conditions and consequences into those Mantles almost like clocks. Engaging your abilities may eventually trigger a condition (e.g., appeasing your patron), before getting those abilities back.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8662284, member: 5142"] Yep. And "mostly HCS... driven by strong fiction first engine" is honestly pretty close to describing what Cortex Plus/Prime does as a game engine, which is why it's often used for simulating other media properties like Leverage, Smallville, Dragon Prince, and He-Man. Cam Banks said that one reason he likes his own Cortex system is because essentially the entire character concept - e.g., Distinctions, Values, Attributes, Assets, etc. - goes into assembling the dice pool for the roll. Edit: I think one reason why the play principles can be difficult to glean from reading the Fate rules - at least in comparison to games like PbtA and FitD that scream their principles in your face - is because Fate Core, Accelerated, Condensed, and the Toolkit represent incomplete games. They are toolkit books for Building-Your-Own-Game. It's easier, IMO, once you look through at some shining examples of Fate games. It's likewise easier IME to get the play principles for Cortex from Tales of Xadia, for example, than it is from Cortex Prime. Again, this is in contrast to PbtA and FitD, which have no generic toolkit system for creating your own game. Presumably [URL='https://www.drivethrurpg.com/product/150889/Gods-and-Monsters-o-A-World-of-Adventure-for-Fate-Core'][I]Gods and Monsters[/I][/URL]. That's pretty fun. DFA converts the idea of PbtA playbooks, but makes them more Fate-appropriate (i.e., Mantles). What really makes it sing is how it packages conditions and consequences into those Mantles almost like clocks. Engaging your abilities may eventually trigger a condition (e.g., appeasing your patron), before getting those abilities back. [/QUOTE]
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