07-26-2015, 08:42 AM | #21 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
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I do see the distinction between in-game capabilities and player-level narrative control. It occurs to me, though, that my two FUDGE campaigns have treated FUDGE points somewhat more like the former. The Discworld campaign was in a setting that explicitly has narrative causality; that is, control of the narrative is something that characters on the Disc can have, and struggle for, and that can explicitly cause things in the fictional world. And in Gods and Monsters, I was consciously emulating Planetary (first among several sources), which is also founded on that kind of metafictional sensibility; I didn't push it to the foreground as much as Ellis did, but for example one of my running jokes was, "This is a world where Adolph Hitler is real, but his creator, Leni Riefenstahl, never existed." The thing that seems a possible pitfall to me in this sort of thing is having the narrative control points become the currency of a struggle between the players for who gets to shape the narrative, with victory going not to the one who tells the best story but to the one who has or spends the most points. I don't think I've had that specific problem (I've had a couple of conflicts of that nature, but not mediated by drama points), but there may be some risk of it in treating narrative points as an impersonal currency. On the other hand, my own players seem to collaborate in shaping an entertaining narrative whether or not they're spending narrative points to do so. And I think a collaborative approach to drama is the ideal spirit in which to approach this sort of thing.
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Bill Stoddard I don't think we're in Oz any more. |
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07-26-2015, 09:16 AM | #22 | |||
Join Date: Sep 2007
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
But being basic to RPGs doesn't stop RPGs from having rules. Almost all RPGs have a system of combat rules, even though fighting is basic to most RPGs.
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Groups of really good players, as yours seem to be, don't need any rules to guide them or arbitrate disagreements. The more common solution to the problem, once the rules fail, is to appoint a GM as arbiter, which also comes with the responsibility for generating the story and making sure all the players get some spotlight time. I think Fate is trying to level the field a bit and hand the players more responsibility. Quote:
I was once in a D&D game where the GM got tired of the ridiculously powerful characters, and tried to teach a lesson by putting the characters into a dimension where they could literally have or do anything they wanted. Complete wish fulfillment. The intent was to demonstrate how boring that would be, and similarly highlight how boring the original game was, because the characters had no challenges (at least in the GM's opinion). But, we hit upon the scheme of having our characters use dice to decide the results of actions all in accordance with the D&D rules. So we were basically right back where we started -- though the characters were even more powerful, as they always had that meta-ability in their back pocket any time they didn't want to play the game. That game didn't go on long enough to run into the problem of arbitrating disagreements over what should happen, with no rules and a GM who wouldn't have been interested in making things run smoothly. Quote:
Though I don't think Fate is that ambitious. It seems to me to be intended more as a method to insure spotlight rotation than to guarantee the best or even a great story. Everyone runs out of Fate points at some point, and has to cede the spotlight to another player. Of course, that player may not be the best storyteller at the table, but that's not a reason to shut them out. |
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07-26-2015, 09:34 AM | #23 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
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If the object being emulated includes a meta-level, then you can work on the meta-level within the emulation of the object. But at the same time, the emulation within the object can be distinguished from the emulation that creates the object. For example, Granny Weatherwax may gain victories by exerting the power of narrative causality, but Terry Pratchett is still writing the book and deciding what exercise of narrative causality is appropriate. I think that having a meta-level inside the object is in fact the definition of consciousness.
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Bill Stoddard I don't think we're in Oz any more. |
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07-26-2015, 11:06 AM | #24 | |
Join Date: May 2015
Location: Italy
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
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07-26-2015, 12:21 PM | #25 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
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My complaint is this: if an aspect is relevant, and it makes sense that it should be applicable in the situation, you are still out of luck if you don't have any Fate points. Now, I've just spent a ridiculously long time writing and rewriting this post, just to delete it all anyway. I'll just write this instead: The quest for Fate points changes play, and in my case, removes fun from the game. In my group, we're playing a game, we're not improvisational actors. For most of my players, searching for ways to earn Fate points changes how they play from 'in the flow' to 'disruptive,' and I don't like that.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
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07-26-2015, 04:15 PM | #26 | |
Join Date: Sep 2008
Location: near London, UK
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
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07-27-2015, 05:32 PM | #27 | |||
Join Date: Sep 2007
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
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In all those "introduction to roleplaying" sections in all those manuals, they always tell you how you're supposed to be pretending to be your character, acting as they would act and saying what they would say. But Fate seems like it's always going to yank you back to the meta level and interrupt, if not destroy, that immersion. Consider this example from the Fate Core book: Quote:
Up through the first half of para 3, the text is describing the process -- naturally meta because it's a rulebook describing the example. But in the last half of para 3 and in para 4, two players are deciding how the scene with the elders will go. They're not playing the scene; they're having a high-level abstract discussion about the outcome, describing how their characters would be acting if they actually were roleplaying that scene instead of talking about how it should go. And once they've agreed how the scene should go and what the result will be -- well, it's almost pointless to actually go back and try to play it in character, to the foreordained conclusion. So now the players have done a fine job defining a narrative, but they seem to have missed out on the roleplaying part. Maybe this is just a consequence of having to write a rulebook, and the players really were supposed to be roleplaying that scene, and it's a wordcount concern to describe than to record the process. Or maybe the designers actually did intend for the action to take place on the meta level. Reading the books (Core and Dresden Files) doesn't give me a clear sense of how to maintain that immersion, or even if you're supposed to. Anyone know of any good examples of play sessions posted on YouTube? It would be nice to see the system in action with people that know how to work it. |
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07-28-2015, 05:49 AM | #28 | |
Join Date: Sep 2008
Location: near London, UK
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
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For me, the editorial/authorial mode is mostly useful to maintain a specific narrative structure - rather than allowing the story to emerge organically from the microdecisions that constitute normal play. For some people and some groups that maintenance can be a good thing, even if it's not for me. Trying to put it in value-neutral terms, it's the choice between playing a story like that great book or film or whatnot, or playing a story that might be good or bad but will certainly be original.
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07-28-2015, 09:17 AM | #29 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
Hero Wars had a structure where you first play out an interaction—which could be anything from a duel with two-handed axes to a diplomatic negotiation—using a completely abstract system, determine who wins, and THEN go back and decide what sort of fight or dialogue or other interaction gave rise to the victory. Maybe I lack imagination, but I could never see how you could get interesting dialogue out of that. It seems like making limestone soup with just the limestone and the water.
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Bill Stoddard I don't think we're in Oz any more. |
07-28-2015, 09:22 AM | #30 | |
Join Date: May 2015
Location: Italy
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Re: FATE RPG: Impressions, analysis, merits and flaws thereof etc.
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But again: it might be cool for people who want that kind of game (I would call it "cinematic", but not in the usual sense). |
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Tags |
fate, fate core, fate rpg, systems |
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