01-31-2013, 04:04 AM | #21 | ||
Join Date: Jun 2006
Location: Spain —Europe
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Re: First impressions on Fate Core
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What I mean is that a GURPS character isn't just a "physical entity" (check combat, injury & fatigue rules), but also a psychological entity (look at mental advantages and disadvantages, quirks), a social entity (check the social engineering sourcebook) and even a spiritual entity (power investiture, disciplines of faith, blessed, GURPS Religion) --I mean, it depends on if you want to address these aspects in your games: for instance, some people could claim that GURPS Dungeon Fantasy characters aren't quite psychological nor social entities, albeit the same doesn't apply to GURPS itself which is open to many possibilities. But don't get me wrong . . . as I said I completely get what you mean by mentioning that about Fate and the narrativist approach :) and to me it's clear that GURPS and Fate have very different dynamics. Quote:
Also, in the Fate Extras Chapter (p.291) there is a "cool" boxed text with guidelines about Weapons and Aspects in line with what you are saying here, which I like very much (it is: "A Last Note on Weapons and Armor"), only that few days ago they released a new revision of this particular chapter and now I'm not sure if they are going to include such boxed text anymore. I'd like to see it there in the final version, but who knows.
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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01-31-2013, 04:29 AM | #22 |
Join Date: May 2005
Location: Oz
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Re: First impressions on Fate Core
My experience is that it is actually adapted for Gamist players, in that it reduces all the things that Narrativists like to do by narrative feel to the management of tokens. It is a gamist game designed to gamise narration the way typical gamist games gamise simulation.
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01-31-2013, 04:46 AM | #23 |
Join Date: Feb 2007
Location: Daegu, South Korea
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Re: First impressions on Fate Core
I personally prefer aspects over disadvantages as a way of modelling mental problems (or other disadvantages or whatever). Disadvantages are a one time bonus that then have to be remembered. Negative aspects continue to help players, and continue to come into play naturally, so the players can get fate points back. That, and it makes sense from a storytelling perspective. Luck goes up, luck goes down.
Maybe I shouldn't have mentioned that whole GNS theory thing. Whatever. I should just say that I like the way that Fate puts a lot more power in the players hands, has system elements in place to constantly encourage everyone to turn the game into one big exercise in storytelling, and even has a little crunch to help the GM make sense of changes in the over all story and world.
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01-31-2013, 04:48 AM | #24 |
Join Date: Feb 2007
Location: Daegu, South Korea
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Re: First impressions on Fate Core
As for weapons, I really shouldn't be talking too much about it as I still haven't looked into it all that much. I just realized that it would be really easy to make all weapons essentially the same crunch wise.
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“The limits of my language mean the limits of my world” |
01-31-2013, 12:25 PM | #25 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: First impressions on Fate Core
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I'm looking forward to running this Burn Notice game -- I just need to make the players "unlearn" some of the things they're used to from playing Dresden Files (which uses the older edition of Fate).
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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01-31-2013, 05:56 PM | #26 | |
Join Date: Mar 2011
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Re: First impressions on Fate Core
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03-27-2013, 07:17 PM | #27 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: First impressions on Fate Core
I played Tekumel with a version of Fate this February at a convention -- I think Fate 2?
I found it very different from any game I've played before and for me that was awkward. I think the concept of Fate points and Aspects is awesome, but my play experience with the system was negative. I don't think I can fairly say I dislike the system from playing it just once, but I consistently felt like the system enforced character incompetence at everything. A character is only allowed to have a decent skill level at one single ability, and pretty much sucks at everything else. For our game we had one 4, two 3, three 2, and four 1 abilities, and only with the top ability could I succeed on more than half of rolls without throwing 2-3 Fate points on a single roll. It was very frustrating. Other players did tell the GM afterwards that they felt like every NPC in the game was more powerful than every PC, so maybe it was just that GM, but to me it felt like I was playing a 50-point character in a game world designed to require 150-point characters (in GURPS terms). I spent a great deal of time standing around waiting for stuff to happen, hoping for an opportunity to do something easily, since nearly every roll felt penalized. I also found the Fate points to be of less help than I had expected. Spending just one seemed to have little effect. But this may just be me. Fate is an extremely different style of game from anything I've played before, and I may have been approaching it all wrong. Or I'm just too literal-minded for this system. Or the GM was way too punitive. (I don't want to think it's because I'm a power gamer or poor sport.) I think the Ability pyramid is a bad idea, though. Only letting a character be good at one single thing isn't great for building a well-rounded character, even if you do get 5 Aspects on top. I don't like that social position, basic world-knowledge, everything has to be an ability. This wouldn't be such a problem if the difference between ability ranks wasn't so large. (For my character, supposedly a sorcerer-mage, I think sword/fight/attack was my 4. Everything else, including basic stuff like "I am a member of X clan", "I am a sorcerer", "I am a priest of X god" was barely usable.) However, I am interested in this system, and I really want to know whether my experience was due to the system or the GM or my playing. Can anyone more familiar with the system weigh in on what I'm describing here?
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) Last edited by Vaevictis Asmadi; 03-27-2013 at 07:55 PM. |
03-27-2013, 10:41 PM | #28 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: First impressions on Fate Core
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03-29-2013, 01:28 PM | #29 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: First impressions on Fate Core
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That +4 skill (your "key skill") is supposed to make you awesome at what you do. The +2 and +3 ones are supposed to be the stuff you're "merely" really good at. And the +1s are your backup skills. Even the skills you don't have (your +0 ones) don't suffer special penalties, so you should be able to succeed with them about 1/3 of the time for modest tasks -- just not for genuinely challenging ones. Most difficulties should be in the +1 to +2 range. So if you have a skill at +2 or +3, you'll be succeeding most of the time. Your +4 skill should be able to Succeed With Style at most casual challenges. These difficulties ramp up for serious fights at the end, but that's when you're expected to blow fate points and create lots of advantages so you can stack those +2s. Quote:
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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03-30-2013, 12:10 PM | #30 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: First impressions on Fate Core
Well I'm relieved to know it wasn't inherent to the system, or me playing badly.
Also, off-topic: RPK isn't RPK anymore!? My world is caving in.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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