Fate Issues: Players Have Too Much Narrative Control
A continuing series on the #CommonComplaints of #FateCore Now that we’ve seen how the core mechanic works, you can see that the PCs do indeed have a lot of control over their own success.
D&D, Fate Core, Powered by the Apocalypse, Voidspiral games, etc.
A continuing series on the #CommonComplaints of #FateCore Now that we’ve seen how the core mechanic works, you can see that the PCs do indeed have a lot of control over their own success.
A continuing series on the #CommonComplaints of #FateCore Now this is a hard one, because it can be true.
Fate gets a lot of hate on social media. Some people hate it, some people love it. As a designer, I want to know what the issues are, so that I can avoid them in systems I design, and patch them in games that I write using Fate.
Hint: they serve fundamentally different purposes. I’m writing this post sort of as a way to collect my thoughts before diving into a particular design challenge in this vein on #ATSD.
I seem to write a lot of stuff phrased as a question when I intend to give a specific answer.
Short one today. Topical though, since I’m still feeling like shit. As the saying goes, I’m sick and tired of being sick and tired.
And why I don’t get to use it often. Buckle in, this is going to be a long one.
Massive disclaimer time. Content warning: Spoilers, philosophy of RPGs. Expect disagreements of schools of thought.
Hi. I’m Joe, and this is now my blog. For my sketchblog that was previously on write.
Carmilla Czarna, my barbarian for @FluffySnowfall’s Strahd game