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*Pathfinder & Starfinder
Wizkids should take the Pathfinder 1.0 ruleset and publish their own RPG.
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<blockquote data-quote="Aldarc" data-source="post: 7807405" data-attributes="member: 5142"><p>I'm sure it would surprise you to learn that I disagree with this assertion. I had mentioned it before, but you seem to use the "same stories" more along the lines of aesthetics: e.g., "the story takes place in ancient Rome." To that much I agree. You will certainly find that there are a number of versions of Fate that adopt these different aesthetics of genre. But this is not equivalent to saying that Fate can do everything, much less do everything well.</p><p></p><p>However, I think that apart from the aesthetics, the sort of stories engendered from these systems are fairly different. I say this because of what the system asks the players to do differs between games, which affects the decision-making process. Plus, just because people are making different things for Fate does not mean that they are appropriate for it, hence why Rob Donoghue voiced opposition to the idea that Fate should be recommended for everything. The creators of Fate, for example, are fairly upfront about what Fate is good for: pulp and proactive, competent characters with dramatic lives.</p><p></p><p>And I think that a fairly good way to highlight how people cannot do everything with Fate is to summon [USER=29398]@Lanefan[/USER], with whom I had <em>many</em> prior discussions about how the Fate system is not conducive for telling the same stories he prefers. Fate is not designed for many of the things that Lanefan wants out of his game. Fate is not designed for zero-to-hero narratives. It's not designed for exploration and dungeon crawls. It's not a game about rewarding good tactical play, players engaging an in-universe resource management minigame, or solving puzzles. And sort of the action declarations that a player can make or encouraged to make will differ between games. ([USER=29398]@Lanefan[/USER] has expressed similar issues and reservations with games like Dungeon World and Blades in the Dark.) You really can't use Fate to run D&D style fantasy, though there are supplements that try, including the nearly ubiquitous Freeport conversion.</p><p></p><p>That said, Fate is more akin to GURPS than D&D, a broad tool set rather than a coherent system. At its core is the Fudge mechanic with the addition of aspects and fate points. Most everything else is optional, including skills. So there is a fairly big gulf in terms of the relative crunch between Fate Accelerated and something like Mindjammer.</p><p></p><p>My experiences are circumstantial and anecedotal. I can freely admit that. But through those experiences I have often found myself repeatedly engaging with people who wanted to create/convert/adapt something for 5e that required changing 5e to do something cumbersomely that it was not really well designed to do and where other pre-existing systems tended to do better at that very thing they expressed wanting their 5e game to do.</p><p></p><p>I don't think there would be much opposition to the idea that if someone, for example, wanted to run a game that simulates an investigative Cthulhu story for 5e, many on this forum would probably first propose that they consider using CoC rather than adopt that for 5e.</p><p></p><p>Edit: [USER=7015664]@Xenonnonex[/USER], you may want to edit the quotes in your post. These things can admittedly get a bit wonky on the new boards.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7807405, member: 5142"] I'm sure it would surprise you to learn that I disagree with this assertion. I had mentioned it before, but you seem to use the "same stories" more along the lines of aesthetics: e.g., "the story takes place in ancient Rome." To that much I agree. You will certainly find that there are a number of versions of Fate that adopt these different aesthetics of genre. But this is not equivalent to saying that Fate can do everything, much less do everything well. However, I think that apart from the aesthetics, the sort of stories engendered from these systems are fairly different. I say this because of what the system asks the players to do differs between games, which affects the decision-making process. Plus, just because people are making different things for Fate does not mean that they are appropriate for it, hence why Rob Donoghue voiced opposition to the idea that Fate should be recommended for everything. The creators of Fate, for example, are fairly upfront about what Fate is good for: pulp and proactive, competent characters with dramatic lives. And I think that a fairly good way to highlight how people cannot do everything with Fate is to summon [USER=29398]@Lanefan[/USER], with whom I had [I]many[/I] prior discussions about how the Fate system is not conducive for telling the same stories he prefers. Fate is not designed for many of the things that Lanefan wants out of his game. Fate is not designed for zero-to-hero narratives. It's not designed for exploration and dungeon crawls. It's not a game about rewarding good tactical play, players engaging an in-universe resource management minigame, or solving puzzles. And sort of the action declarations that a player can make or encouraged to make will differ between games. ([USER=29398]@Lanefan[/USER] has expressed similar issues and reservations with games like Dungeon World and Blades in the Dark.) You really can't use Fate to run D&D style fantasy, though there are supplements that try, including the nearly ubiquitous Freeport conversion. That said, Fate is more akin to GURPS than D&D, a broad tool set rather than a coherent system. At its core is the Fudge mechanic with the addition of aspects and fate points. Most everything else is optional, including skills. So there is a fairly big gulf in terms of the relative crunch between Fate Accelerated and something like Mindjammer. My experiences are circumstantial and anecedotal. I can freely admit that. But through those experiences I have often found myself repeatedly engaging with people who wanted to create/convert/adapt something for 5e that required changing 5e to do something cumbersomely that it was not really well designed to do and where other pre-existing systems tended to do better at that very thing they expressed wanting their 5e game to do. I don't think there would be much opposition to the idea that if someone, for example, wanted to run a game that simulates an investigative Cthulhu story for 5e, many on this forum would probably first propose that they consider using CoC rather than adopt that for 5e. Edit: [USER=7015664]@Xenonnonex[/USER], you may want to edit the quotes in your post. These things can admittedly get a bit wonky on the new boards. [/QUOTE]
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Wizkids should take the Pathfinder 1.0 ruleset and publish their own RPG.
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