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FATE..

Started by Silverlion, December 27, 2012, 08:25:54 PM

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Silverlion

I'm considering doing a Fate-powered post-apocalyptic game. Since Fate seems capable of doing what I wanted for the setting.

Tell me what you like about Fate? What do you hate about it? What could it use?
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Piestrio

Quote from: Silverlion;612168I'm considering doing a Fate-powered post-apocalyptic game. Since Fate seems capable of doing what I wanted for the setting.

Tell me what you like about Fate? What do you hate about it? What could it use?

Don't like: everything boils down to +2.

Like: the ladder

Don't like: aspects

Like: ....

Don't like: stunts

Like....

Don't like: 30,000 page rulebooks.
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
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crkrueger

Like: everything about it that was Fudge.
Absolutely despise: anything added for Fate.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

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Kiero

Quote from: Piestrio;612170Don't like: everything boils down to +2.

Only if you have an unimaginative GM who's bought into the "Aspects for Everything!!!11!!1!!!!" meme.
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Dave

Fate requires players to not only be keyed into and participating into the setting, but also understanding and participating in the system.  You can have a player immersed in the environment, totally engaged with his character but if he can't figure out how to interact with the Fate Point economy its a waste of a session.  In the right hands it can absolutely sing, if the players or GM falter it flounders big time.

It seems to me like Fate 2.0 was more succinct and universal than the current iteration - there feels like a lot of bloat to it.  It takes Fate Core 304 pages to do what Risus does in 6, for instance.

I say this as someone prepping to start a Fate campaign eight days from now.  For this setting and these players, I can see it working.  If there was a better alternative, I'd probably take it.

3rik

Quote from: Piestrio;612170>snip<

Quote from: CRKrueger;612188Like: everything about it that was Fudge.
Absolutely despise: anything added for Fate.

I concur with all of this. I've listened to some actual play recordings of Fate games and got the impression all the non-Fudge elements to it only serve to make the game more needlessly fiddly.

Just use Fudge instead and you will have a nice post-apoc game!
It\'s not Its

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The Butcher

I found the game horribly, horribly abstract. I think it's a storygame by any sane definition of storygame (i.e. a game calibrated to crank out a session which feels like a written story, with literary formalisms taking a backseat to the emulation of a consistent world), which is no indictment in my book, but as I hinted above, I don't usually warm up to very abstract systems.

Quote from: Kiero;612197Only if you have an unimaginative GM who's bought into the "Aspects for Everything!!!11!!1!!!!" meme.

But isn't this what the book all but tells you to do? I'm interested in hearing how you decide when to use, and more importantly, when not to use Aspects.

Zachary The First

I honestly think for a system based off a pretty abstract, rules-light system like FUDGE, there's been a lot of bloat. I suppose if I were to use FATE again, I'd actually probably start with FUDGE, and throw in any ideas I really liked.
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Eisenmann

#8
I like pretty much everything about FATE 3.

  • I like that it's a short trip to a good setting conversion.
  • The system itself is extremely hackable.
  • Players can work together through the system in ways that impact the in-game environment expressed as system bits.
  • Aspects. They're a great way to reinforce the setting, characters, and scenes.
  • Tactical Gameplay. I don't mean system mastery as that gets you only so far in FATE. Game play can feel tactical (if you know the subject matter) without too much reliance on system. If you and the group, for example, have some understanding of small unit tactics in real life it's trivial to translate that into gameplay. Can that be accomplished with other systems? Sure. But I've found that FATE does it extremely well with a very low threshold.

FATE 3 has been put on a diet. You don't have to sift through Spirit of the Century or Dresden Files to discern system from setting. FATE Core is available now through Kickstarter. Pledge a buck and get the current draft.

http://www.kickstarter.com/projects/evilhat/fate-core

FASERIP

Quote from: CRKrueger;612188Like: everything about it that was Fudge.
Absolutely despise: anything added for Fate.

Seconded.

Aspects are the ultimate "Mother May I" mechanic.
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Eisenmann

Quote from: FASERIP;612325Seconded.

Aspects are the ultimate "Mother May I" mechanic.

I don't even understand what that means. Aspects aren't for asking permission. They are for info sharing.

FaerieGodfather

Quote from: Silverlion;612168Tell me what you like about Fate?

Rank heresy, I know, but I like the character-driven mechanics-- the idea that a character's values and essential nature are often more important than his skills or his powers.

I like the simple math involved. Bell curves with a center of 0.

I like the way the Aspects system encourages roleplay by making characters stronger when they're played in-character.

Quote from: Silverlion;612168What do you hate about it? What could it use?

Lack of advancement systems. There isn't enough of a range between starting characters and experienced characters and it doesn't handle the D&D "zero to hero" model-- where characters can literally advance from peasants to demigods-- very well at all.

I would also prefer a more tactical, crunchier approach to combat.
Viktyr C Gehrig
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Silverlion

Quote from: Eisenmann;612331I don't even understand what that means. Aspects aren't for asking permission. They are for info sharing.

Indeed, however, he may be referring to the nature of "guessing" aspects in certain situations, in general I solve this by including aspect information in descriptions, and or allowing skill rolls to perceive aspect elements.  

"He seems haughty" or 'The room is filled with shadows."  After all the observations of the player are not the observations of the character.

It shouldn't be a guessing game, yes it should require some effort. But that effort should be character focused, not player focused (or at least more character focused than player focused.)
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Hearts & Souls 2E Coming in 2019

Eisenmann

#13
Quote from: Silverlion;612438Indeed, however, he may be referring to the nature of "guessing" aspects in certain situations, in general I solve this by including aspect information in descriptions, and or allowing skill rolls to perceive aspect elements.  

"He seems haughty" or 'The room is filled with shadows."  After all the observations of the player are not the observations of the character.

It shouldn't be a guessing game, yes it should require some effort. But that effort should be character focused, not player focused (or at least more character focused than player focused.)

Ah, yeah. That's a GM problem. And, yep. I totally agree on your assessment.

A lot of the time I'll actually put scene aspects on cards and lay them out on the table.

http://platonicsolid.blogspot.com/2009/06/chronica-feudalis-aspect-cards.html

This approach has become "official" in FATE Core.

Sometimes I'll still keep an aspect or two secret but clues leading up to that scene will be pointing in their direction. Heck, if a PC maneuver creates something close I'll roll with it.

TristramEvans

Quote from: Silverlion;612168I'm considering doing a Fate-powered post-apocalyptic game. Since Fate seems capable of doing what I wanted for the setting.

Tell me what you like about Fate? What do you hate about it? What could it use?

Love FATE 2nd edition.

Fate 3rd edition is a rules-glutted piece of storygame wankery.