thedungeondelver
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I don't like FATE either!But what do you think of the video's demonstration of FATE?
<runs away crying>
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I don't like FATE either!But what do you think of the video's demonstration of FATE?
1. Just admit you like roleplaying+storytelling
2. Tell anyone who doesn't to screw themselves
You used to be someone worth disagreeing with.
My experience exactly. I can't think of too many games where the common official examples AND player provided examples only served to make the game more impenetrable.
My personal stumbling blocks were always Create Advantage
Stunts
and Free Invocations
What is your opinion of the Wil Wheaton video that was linked earlier?
What got me confused, and still does, no matter how many times others explain it to me, is the whole "aspects are always, always true, but you have to spend the meta currency to use them to your benefit". That just doesn't compute.
I've been told that it isn't actually like that, but every example seems to follow my misconceptions. To the point that it seems like no matter how different each PC's Aspects are, every character ends up affecting the game in the exact same efficacy.
Go ahead and give it a shot. There's no swine here.
I don't like FATE either!
<runs away crying>
What got me confused, and still does, no matter how many times others explain it to me, is the whole "aspects are always, always true, but you have to spend the meta currency to use them to your benefit". That just doesn't compute.
So let's say you've got a Broken Leg. (As a Consequence, likely, which is still an Aspect). What this means is that, well, your leg is broken. <snip example>
There are, admittedly, some "out-of-character" decisions made - most specifically, choosing to spend Fate Points (no different than Savage Worlds or many other systems), but especially around Compels and Concessions.
"I just like liking stuff"
I downloaded Fate Core and FAE to look into them but ended up never doing it. I already have a backlog of games to run... but I'll look into it some day, I swear. ;)
Thanks for the example. Does "Aspects are true" mean that the +2 bonus from an Aspect is granted regardless of whether the player spends a Fate Point or not? Fate Point expenditure is only require to actively intervene on the game world via the Aspect?
I'm actually sort of okay with Compels ("tough it out and gain a bennie, or be a bitch and pay me one to get out" is fun) but Consequences and especially the Stress Track were super annoying. Especially during social combat. Yeesh. I think this was the dealbreaker, for us.
I strongly identify with this statement. Even if shitty blogs and clickbait sites are increasingly monetizing enthusiasm, it remains at the core of geekiness for me.
... I was initially skeptical of Fate, putting it in the "roll to see how awesome you are" category.
(tbh I've never played FATE, 'twas a jokeHell, I might like it!)
Nope, you've admitted your sin, now you will burn in the Chinese Hell of Drowning in Fate Dice.
(The Chinese have a lot of hells)
My issue with Fate was always with its fanboys... pushing it and talking down games that weren't it. But not, that I saw, just talking about it as a game they played. There was an evangelistic insecurity about it. Maybe that's died down some by now.
It seems like you do think that's quite fun, since your first post in this thread is claiming I would "willfully misinterpret" what you said to "confirm my preconceived notions".See, the fun thing is that this is you telling me what I like. Which is kind of not conducive to continued useful conversation.
Or Fate apparently, but for some reason classifying Fate correctly upsets you.I don't mind storytelling/roleplaying games like Fiasco).
Sorry, when you make your thread debut calling me a shit-flinging monkey after I listed two games and made one post with two short sentences that were hardly incendiary, you don't get to claim you'd rather stay classy. Shovel that BS somewhere else.Not my style.
So you were the first one to predict what someone else would say or do and yet cried foul when I predicted you'd like something you then said you actually liked. Now for the second time, you're telling me how I'm going to argue.I'd rather engage with people that want to discuss things and not nitpick for things to "prove" their point and claim I'm saying something that I explicitly said I'm not saying.
Doesn't sound like it so far, sounds like you just want to preach to the choir.I'm still happy to disagree with people, and talk about those differences and try to narrow down to the actual difference.
There's the third time you did what you cried foul over. I suspect at this point you're nursing some sort of grudge from therpgsite over the topic.I'm just done playing the "claim I'm saying things I've explicitly said I'm not saying, because you found one word that you can interpret that way" game.
I'd love to, but even after reading the rulebook and many examples, I can't.
Fate is weird...What got me confused, and still does, no matter how many times others explain it to me,
once the "Fate point economy" entered the picture I was bewildered and put off.
Yeah, that's been my experience as well...ran it once, hated it, shelved it.
Kind of odd, isn't it? You take those 5 players they have probably over a century of combined experience with RPGs. You add my years we're pushing towards two. Cardgames, boardgames, wargames, this isn't anyone's first rodeo, or even their hundredth. So why do they all say similar things about Fate?I've never been able to really understand it -- and I've played it a few times with people who seem to understand it.
The big thing is that Fate is designed to work like movies or TV shows or books. Not in the "overall narrative arc and structure" way, but in the way that a fight scene plays out.
Yeah, it doesn't make sense that getting a broken leg allows you to take more Stress, but it's not really supposed to be a "damage model" in any real way.
I was flipping through White Wolf's Kindred of the East a few days ago, thinking about how basically unusable it was for such a high profile release (in tabletop terms). Asian vampires were apparently so thematically awesome and inscrutable that you had to track three kinds of main energy (red, black, and demon chi), track the ratio between them, track three poorly contextualized morality scores (dharma, hun and p'o), and remember how all those confusingly (and in several cases inauthentically) named things affected each other and the many, many subtle effects they had on commonplace actions.
It's certainly not the most complicated game there ever was, but it's impenetrable enough that I have a hard time imagining it was used as much as some people I know have implied. I can imagine it mostly being used to give regular Vampire DMs two or three sessions of headaches when people showed up asking to play a character from it, then quietly getting dumped.
I never had issue with Vampire. But I only ever owned/used The base book, and Chicago by Night. We ran our own world. (In which the characters were basically drug dealers and serial killers, but that's another story.)
I've never been able to really understand it -- and I've played it a few times with people who seem to understand it. I think my problem with it is the "fate point economy" doesn't interest me at all. It's very in-your-face gamey where I prefer rules that fade into the background so I can just experience the world through my character most of the time. However, I obviously don't understand the game as people who like it claim I am really mischaracterizing it.
To you it is, sure. Kindred of the East had it's fans who disagree with your assessment. It's no more objectively bad then Exalted.It is a completely different thing that many WoD books like KotE. At that point of the WoD, it was clear that there was absolutely no playtesting going on at all. As with Changeling: the Dreaming 1E, it was clear that KotE was a game that had never been played once by anyone, even the designers, before being put on the shelves.
I wonder if this thread is veering into people simply listing games they don't like.
Righteous indignation
Inaccurate assertions about a game you've never played
To be clear, I'm not posting this to attack you. I'm posting to say "hey, dude, let's talk like real people that can fucking respect each other and actually try to fucking listen to each other."
So, how about it?
For the record, I found KotE very inspiring a flavorful despite its considerable weaknesses, and I did use many of its ideas in a few Ravenloft sessions.
Heck, this thread has made me decide to use a bone flower kuei jin in my very next 5e session.
Anon as chaosvoyager said:I do EXACTLY the same thing. For example, when one of my characters is in a bar fight in a western town, I see the tables and chairs, I smell the beer, I hear the sound of broken glass, I'm THERE. Whatever makes sense to visualize.
But what happens when I go behind the bar and grab the shotgun? Wait, WHAT shotgun? The shotgun which I ASSUME WILL BE PRESENT in a western bar where fights tend to break out. And if a shotgun ISN'T present, it needlessly disrupts my immersion
Me said:Immersion into what, exactly?
You see, your character can certainly assume there's a shotgun behind the bar and most of the time, he'd be right. But are you roleplaying in a montage of Tombstone, Silverado, or Big Whiskey Montana, or are you roleplaying in this particular town, in this particular bar?
Because in the Songbird Saloon in the town of Jerusalem Falls, Ol' Clem Johnson who owns the place is one of those rare Christians who walks the walk. He asked himself once "Who would Jesus shoot?" and the answer was "No one." So Clem doesn't have a shotgun behind the bar, not even to defend himself. Now his old buddy Jack, who plays the piano, however, isn't that much of a "turn the cheek" kind of person, and so he keeps a shotgun up under the piano keyboard where he can get to it.
This is stuff you'd find out if you were from this town, or spent time talking to it's inhabitants, but if you are some low-down, four-flushin' sumbitch outlander just off the range who thinks he's gonna shoot himself out of gettin' caught cheatin' at poker, by grabbin' Clem's gun? Well, you're in a whole lot of trouble. Welcome to a Living World, where it might just not be Hollywood.
The big thing is that Fate is designed to work like movies or TV shows or books. Not in the "overall narrative arc and structure" way, but in the way that a fight scene plays out.
...if not that Fate is meant to run under a different set of logic than more traditional games that aren't designed to work like movies or TV shows or books or games that are supposed to be a damage model in a real way? Gurps has normal rules and then it has "cinematic rules". Unisystem has a Cinematic Unisystem variant. Maybe if I always used the term Cinematic, people wouldn't get quite so worked up.Yeah, it doesn't make sense that getting a broken leg allows you to take more Stress, but it's not really supposed to be a "damage model" in any real way.
Not at all mainstream, but I remember the first and only time that I played Prince Valiant. We had a huge laugh, but considering the subject matter (somewhat obscure comic nowadays) and as we threw fistfuls of pennies into the air (you flip coins instead of rolling dice) we thought it ridiculous that anyone actually played that game. I still wonder, even after finding a pristine copy and actually reading it cover to cover.
I love that book and its writing, and if I every actually played it, I'd substitute the coin flipping with d6s.
But yeah, did people really actually play Prince Valiant?
But yeah, did people really actually play Prince Valiant?
1. It's obscure, thus identifies them as "in".Prince Valiant seems to be one of those games that gets name-checked by designers a lot.
All the Gumshoe system stuff, Pathfinder and FFG Star Wars.
Exalted.
I do agree on KotE. Does anyone think the original Mummy supplement for Vampire was ever actually played? And how about Mummy: the Resurrection?
The game didn't last long, though.
External factors. The game didn't last long enough to expose the problems with the rules. I remember it being pretty sketchily written in places. At the time I winged it a lot so it didn't really bother me. However, Graeme Davis' 2nd edition was a vast improvement in clarity.Was it external factors or Mummy itself that ended the game?