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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="Aldarc" data-source="post: 7768935" data-attributes="member: 5142"><p>Whether it is metagaming or not seems more like a red herring discussion. It's a discursive framing meant to marginalize and dismiss the merits of the game as a roleplaying game and to present it as a flaw. So I don't think that this discussion of Fate is entirely being performed in good faith by all participants, particularly since the whole "Fate is not an RPG" is a recurring pet issue for at least one individual. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> </p><p></p><p>No, but neither do characters know that they have rounds, prescribed limits on bonus actions and reactions per round, square spaces, re-roll mechanics, luck points, and many other game concepts that guide how players play their characters. There are many metagame concepts that exist in play that we often conveniently overlook because it is part and parcel of the game as it has been played so we find ways to rationalize it post hoc. </p><p></p><p><a href="https://www.urbandictionary.com/define.php?term=jein" target="_blank">Jein</a>. For starters, NPCs do not necessarily follow player character creation rules. For example, the GM could create a group of minions who are treated as a singular abstract collective rather than five separate characters. It's fairly open-ended as NPCs are as PC-like or abstracted as you need them to be, generally dependent on how important they are for the fiction. Secondly, whenever a new scene starts, the GM gets a number of fate points equal to the number of PCs that they can spend on any NPC in that scene. (This does not include the infinite pool that GMs have for compels and concessions.) The GM can also get more fate points, if the GM accepts compels for the NPCs, since they too can have troubles or aspects in play. The GM's NPC fate point pool refreshes in every scene. </p><p></p><p>That's the nature of Troubles in Fate. The player is alerting the GM what situations, issues, or complications they want their characters to more frequently "[encounter] during play than pure chance would dictate." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Modern games are so varied that I don't think that one could generalize either way. Character creation in Blades in the Dark is pretty darn quick. Pick a playbook, such as <a href="http://i.imgur.com/QEz1Jw1.png" target="_blank">the Hound</a>. Pick a Heritage, Background, and Vice. You get 4 bonus skill points in addition to the pre-selected ones for your playbook, and no skill can go over 2 points. Choose one of the NPCs to be an ally and one to be a foe. Congratulations, you're done. Now your party picks what sort of Crew you want to be.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7768935, member: 5142"] Whether it is metagaming or not seems more like a red herring discussion. It's a discursive framing meant to marginalize and dismiss the merits of the game as a roleplaying game and to present it as a flaw. So I don't think that this discussion of Fate is entirely being performed in good faith by all participants, particularly since the whole "Fate is not an RPG" is a recurring pet issue for at least one individual. :erm: No, but neither do characters know that they have rounds, prescribed limits on bonus actions and reactions per round, square spaces, re-roll mechanics, luck points, and many other game concepts that guide how players play their characters. There are many metagame concepts that exist in play that we often conveniently overlook because it is part and parcel of the game as it has been played so we find ways to rationalize it post hoc. [URL="https://www.urbandictionary.com/define.php?term=jein"]Jein[/URL]. For starters, NPCs do not necessarily follow player character creation rules. For example, the GM could create a group of minions who are treated as a singular abstract collective rather than five separate characters. It's fairly open-ended as NPCs are as PC-like or abstracted as you need them to be, generally dependent on how important they are for the fiction. Secondly, whenever a new scene starts, the GM gets a number of fate points equal to the number of PCs that they can spend on any NPC in that scene. (This does not include the infinite pool that GMs have for compels and concessions.) The GM can also get more fate points, if the GM accepts compels for the NPCs, since they too can have troubles or aspects in play. The GM's NPC fate point pool refreshes in every scene. That's the nature of Troubles in Fate. The player is alerting the GM what situations, issues, or complications they want their characters to more frequently "[encounter] during play than pure chance would dictate." ;) Modern games are so varied that I don't think that one could generalize either way. Character creation in Blades in the Dark is pretty darn quick. Pick a playbook, such as [URL="http://i.imgur.com/QEz1Jw1.png"]the Hound[/URL]. Pick a Heritage, Background, and Vice. You get 4 bonus skill points in addition to the pre-selected ones for your playbook, and no skill can go over 2 points. Choose one of the NPCs to be an ally and one to be a foe. Congratulations, you're done. Now your party picks what sort of Crew you want to be. [/QUOTE]
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