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FATE: Like it, Hate it, or in Between?

Started by RPGPundit, May 17, 2017, 12:30:25 AM

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Nerzenjäger

The verbiage is tedious. I liked Core, then hated it, loved Accelerated, but I've become lukewarm on that too.

It quickly dissolves into a resource management game on top of a genre emulation. It's almost like you are watching your character being played from above instead of playing that character yourself.
"You play Conan, I play Gandalf.  We team up to fight Dracula." - jrients

hedgehobbit

Quote from: Nerzenjäger;962818It's almost like you are watching your character being played from above instead of playing that character yourself.
This is the feeling I get from FATE and most story games. I call this "third person role-playing". You are effectively pre-programming your character's behavior and then setting him loose like a wind-up toy.

Steven Mitchell

I rarely run a game at which the system would do well.  So I'm disinterested in it.

hedgehobbit

Quote from: estar;962816I agree Aspects are overused but I think the basic concept is sounds.
My experience with FATE is limited to one campaign played with my regular group (i.e. not FATE experts). The Aspect thing bothered me. Firstly, why limit the number of Aspects to 5 (or anything) if Aspects only come into play by spending FATE points. The points themselves are a limiting factor. So having 6 Aspects versus someone with 4 would be no advantage.

Secondly, why have Skills at all? Couldn't those be also represented by Aspects.

I don't know, it seems like a Frankensystem to me more than a system that was designed from the ground up.

K Peterson

Played in 2 sessions of Fate, about 2 years ago. It was OK. But, it didn't really make an impact on me, and didn't give me any desire to run it myself. Not really my style of gaming.

Nihilistic Mind

It would be great if it weren't for rolls in the negative. If I'm rolling negative anything, it's not very exciting, now, is it? That mechanic feels the same as rolling under. Low rolls inherently feel like bummers. I'd rather see a difficulty scale changed into something where Fate Dice equals to a range of 0 to 8, which I toyed with a bit when I was a player in a Dresden Files game. Basically you count each "bar" on the Fate Dice to equal a +1 (none = 0; - = 1; + = 2). Never did anything beyond the idea of it since I wasn't running it.

I liked Aspects a lot. They were very flexible, almost too flexible, in the sense that some players clearly abuse it.

Ultimately, I think I like the idea of the game more than I like the system itself.
Running:
Dungeon Crawl Classics (influences: Elric vs. Mythos, Darkest Dungeon, Castlevania).
DCC In Space!
Star Wars with homemade ruleset (Roll&Keep type system).

kobayashi

Everytime I ran the game I noticed the same thing : it felt like a creative writing class. Everybody's high-fiving each other for the great ideas they've just had. Didn't feel like a game, more like group writing. It can be fun, but it's not what I look for in an rpg.

Nihilistic Mind

Quote from: kobayashi;962881Everytime I ran the game I noticed the same thing : it felt like a creative writing class. Everybody's high-fiving each other for the great ideas they've just had. Didn't feel like a game, more like group writing. It can be fun, but it's not what I look for in an rpg.

YES! Well put!
I love that part of the game, but I'd prefer it to be the initial 15 mins of character backstory and entanglement. Not the entire game session.
Running:
Dungeon Crawl Classics (influences: Elric vs. Mythos, Darkest Dungeon, Castlevania).
DCC In Space!
Star Wars with homemade ruleset (Roll&Keep type system).

Kiero

Quote from: hedgehobbit;962825Secondly, why have Skills at all? Couldn't those be also represented by Aspects.

This right here is the Aspect creep I see far too often, with people overlooking the other two pillars of the system, Skills and Stunts. Aspects aren't there to replace either, but to augment them.
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

Our podcast site, In Sanity We Trust Productions.

Ratman_tf

Never played it, so I have no feelings about it exept it does tend to get a lot of discussion.
The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung

Pyromancer

Fate Accelerated is on my shortlist when I look for a system to use for a rules-light one-shot. Nothing more, nothing less.
"From a strange, hostile sky you return home to the world of humans. But you were already gone for so long, and so far away, and so you don\'t even know if your return pleases or pains you."

robiswrong

I like it, for certain things.

I understand why people don't like it, and some of the stories I've heard of how people play it are... bizarre to me, so I can't speak to them.

Quote from: kobayashi;962881Everytime I ran the game I noticed the same thing : it felt like a creative writing class. Everybody's high-fiving each other for the great ideas they've just had. Didn't feel like a game, more like group writing. It can be fun, but it's not what I look for in an rpg.

Yeah, I don't really run it that way, but I could see what that would be annoying.

Quote from: Kiero;962887This right here is the Aspect creep I see far too often, with people overlooking the other two pillars of the system, Skills and Stunts. Aspects aren't there to replace either, but to augment them.

Exactly.

Skarg

Quote from: kobayashi;962881Everytime I ran the game I noticed the same thing : it felt like a creative writing class. Everybody's high-fiving each other for the great ideas they've just had. Didn't feel like a game, more like group writing. It can be fun, but it's not what I look for in an rpg.

That's a big part of why I avoid almost all narrative-style games.

Almost everything I've read about FATE has discouraged me from wanting to know any more about it. Sounds like something I would never want to play, opposite of what I like in RPGs, etc.

cranebump

I can get a similar feel using Dungeon World, without having to negotiate Fate Points. I DO like the use of zones and such, and may abstract my next game to use it.
"When devils will the blackest sins put on, they do suggest at first with heavenly shows..."

Tod13

Quote from: kobayashi;962881Everytime I ran the game I noticed the same thing : it felt like a creative writing class. Everybody's high-fiving each other for the great ideas they've just had. Didn't feel like a game, more like group writing. It can be fun, but it's not what I look for in an rpg.

I like the production quality of the PDFs I've seen for Fate.

I haven't played it, but in addition to being one of the people whom aspects confuses, I feel like Kobayashi does. All my players are the same on the "writing" aspects. My players like playing in a "reality" that is outside their meta-control (that's why you use a live GM, to make it like real reality) with only the character's skills and equipment and their (player's) ideas--and then rolling dice to see if it works.

Someday, I do hope to try Fate out as a player.