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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Ovinomancer" data-source="post: 7768830" data-attributes="member: 16814"><p>This still grossly misrepresents the mechanics. You're hiding the fact that your chosen example (death of brother) would only fit if that event was a mild complication instead of a critical event and then switching back to the assumption it's a critical event to show how badly this mechanics works. It's motte-and-bailey arguing at it's [-]finest[/-] normalness.</p><p></p><p>The Compel mechanic only keys off of things the player has indicated to the GM are what he wants his character to face -- ie, they're already part of the character. Further, the impacts are generally minor, on the order of things getting a bit worse in that scene, not "your bother dies, here's a die." To continue with the farce of the brother's dying example indicates not that you understand the mechanic but rather that you want to establish an example that a casual reader unfamiliar with your slight of hand will interpret incorrectly and arrive at the conclusion that FATE includes such things as killing off important persons for a meta-benny. It, however, does not, and you should drop this very bad example.</p><p></p><p>Full disclosure: I don't even play FATE and I know this from a reading of the rules. It's not hard unless you're trying to take the wrong impression.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7768830, member: 16814"] This still grossly misrepresents the mechanics. You're hiding the fact that your chosen example (death of brother) would only fit if that event was a mild complication instead of a critical event and then switching back to the assumption it's a critical event to show how badly this mechanics works. It's motte-and-bailey arguing at it's [-]finest[/-] normalness. The Compel mechanic only keys off of things the player has indicated to the GM are what he wants his character to face -- ie, they're already part of the character. Further, the impacts are generally minor, on the order of things getting a bit worse in that scene, not "your bother dies, here's a die." To continue with the farce of the brother's dying example indicates not that you understand the mechanic but rather that you want to establish an example that a casual reader unfamiliar with your slight of hand will interpret incorrectly and arrive at the conclusion that FATE includes such things as killing off important persons for a meta-benny. It, however, does not, and you should drop this very bad example. Full disclosure: I don't even play FATE and I know this from a reading of the rules. It's not hard unless you're trying to take the wrong impression. [/QUOTE]
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