The power of fate points is unlimited and well beyond anything you can achieve through your character at any one time ('cause you'll only have limited options at any one time, and you'll also have only limited mental capacity to figure out how to do things with your character to roundabout observe things)
Skills only let players influence what your character can interact with (at least indirectly), even if the kind of influence isn't always the sort of agency your character himself has. Declarations remove that restriction.
[rubs hands together and attempts to catch up on room] There really has been some interesting discussion going on here.
@MarcDingena Non-Fate-specific advice on couples and siblings in games: don't sweat it unless it manages to become a problem, and likely enough, it won't. It can go badly, but so can many dynamics between many types of people. In the end, it's a personality thing, and I've seen both ends of the spectrum. (Well, with siblings I have. Couples have pretty much never been an issue for me.)
Cool! I like to reassure people because there's more than enough of the perspective out there that made BESW's players so reluctant to play simultaneously.
I hate to sound crass here, OP, but there's a reason that you don't date your fellow players, and you're discovering it. Love tends to make one see something in another that other people don't, just by its very nature. This means that even if you're best friends with someone, they might end up be...
Our most downvoted-but-undeleted answer or question on the whole site.
Practice the safety dance. If you're poorly adjusted, you are probably not safe. Therefore, if you are safe, you are obviously not poorly adjusted. (Please conveniently ignore the fallacy. Please also conveniently ignore that Safety Dance is actually pretty anti-establishment.)
It is a pretty bizarre video, but it makes a tiny bit more sense in context. Bouncers did not like the kind of dances that people did to new wave, which involved jumping and flailing of arms, because they didn't think it was safe. (Unless you're asking what's up with this mix, in which case my answer is [shrug].)
I'm thinking that I should re-build Jessie's character aspects some time.
They just don't sparkle for me.
And she still needs an Omega aspect anyway.
I guess she's sorta... flat? And I feel like she shouldn't be.
There's something about her I don't know yet, I think.
@doppelgreener You've expressed an interest in playing Jessie some time, do you have any ideas?
Hmm. I think when I first built Jessie, I was focused a lot on what she does. Maybe if I break her down into likes and wants and needs and other whys, that might help find depth.
Jessie likes excitement. She likes adrenaline and endorphins to an unhealthy degree.
She's lusty--full of vigour and energy and yes, some of it is sexual (I'm pretty sure she's multisexual and is used to her sex life being an endless series of ill-advised one-night stands) but more generally she just can't sit still.
Jessie's also very interested in being the centre of attention.
She wants to be noticed and admired and fussed over--after all, she does all these amazing things!
But Jessie isn't just interested in being the centre of attention, she wants to be noticed for the right reasons: for her bravery and courage, for saving people and stopping bad guys. She wants people to say she's a hero.
She's not Booster Gold though. Jessie actually thinks of herself as a hero and holds herself to a hero's standards.
Faking heroism isn't exciting or honourable or courageous.
That's one of the reasons she joined the Space Force. She's not a vigilante or a glory hound--at least, not just a glory hound.
Jessie also loves engines. Things that go vrmm and bzzz and grrr, things that vibrate and tremble with barely-contained power, that get hot and loud and take her to cool new places and might explode!
She's proud of her skill with engines, and the few times she's ever thought about what she'll do if she retires from the Space Force before the job kills her--she thought about being a mechanic who specialises in working on the big and dangerous stuff.
Grease and wrenches and the smell of fuel are things that make her feel at home.
If Jessie were more selfish she'd probably be an extreme sportswoman, but she's on the Space Force because they let her do wild crazy things while helping people. And sometimes they don't yell at her when stuff explodes.
As much as Jessie's a loose cannon, the kind of agent that cheap TV trailers would say "Plays by her own rules," she really does value law and civility, honour and duty and the need for just governments.
Sometimes at night, after a particularly good mission, she giggles to herself because her job is unleashing chaos in the name of order.
She knows she doesn't quite fit into the society that she's upholding, but that doesn't make her sad or lonely. She's making good people safe (by making bad people extremely unsafe) and having a blast doing it.
Jessie is very egalitarian. She's been around the galaxy and learned that people are people whatever they look like.
@trogdor Because she feels a glory-seeking adrenaline junkie who loves things that can explode and enjoys making bad people pay for their crimes is not the kind of person who can settle down into an ordinary, safe, non-explosion-having life.
She can't have--and doesn't want--the kind of life she's fighting to protect.
Yeah, I'm not familiar with a character sheet structured like that. I'm not looking at things based off Fate, just at Fate Core itself for the time being.
It's the same basic thing, but instead of High Concept, Trouble, and three other aspects, you've got (high) Concept, three aspects that each represent a mode of action your character focuses on, and an Omega aspect that's basically a wild card.
Jessie's modes are Action, Banter, and Space Force. Those are the ways she engages with the world to solve problems.
(Each mode has skills associated with it, and the order you rank modes determines your skill ranks, but that's not important today.)
@MarcDingena I think she's got mixed feelings about the apparently unending supply of bad people in the galaxy.
@sillyputty Jessie doesn't live up to her own code. She's impetuous and reactionary. She much prefers giving orders to taking them, and she doesn't follow plans well even when they're her own.
She's okay with that putting herself in danger, but she hates when she puts others in danger or lets the bad guy get away because she jumped the gun.
...and yet, she's an adrenaline junkie with a hero complex.
She's not gonna stop rushing in too soon, or calling out the bad guy on a stealth mission.
I think part of my problem is that I'm trying to pack too much into each aspect, and it's winding up making them all sound the same.
Let's see. Saving good people and punishing bad people. Extreme action. At home with engines. Extremely open-minded.
Concept: Ace pilot from another world Action: [adrenaline/endorphine addict] Banter: [extremely egalitarian] Space Force: [saving good people and punishing bad people] Omega: [good with engines]
> Temporary Blinding: Throwing sand or salt in the enemy’s eyes is a classic action staple. This places a Blinded aspect on a target, which could require them to get rid of the aspect with an overcome action before doing anything dependent on sight. Blinded might also present opportunities for a compel, so keep in mind that your opponent can take advantage of this to replenish fate points.
> Disarming: You knock an opponent’s weapon away, disarming them until they can recover it. The target will need an overcome action to recover their weapon.
So... if I disarm someone, they get the Disarmed aspect. What if they don't Overcome this, and instead attack me with fists? Do I get to Invoke that aspect to aid in my defense? Do they receive my Fate Point because I Invoked an aspect (not entirely the same as Compelling)?
I guess Compelling would be more powerful here, because the same cost of 1 FP could give me either a +2 to my defense roll, or Compel him to not attack me because maybe he feels insecure about engaging bare fisted, thus avoiding having to defend at all?
I mean, my High Concept could be that I'm a Knight, which implies I wear armor and carry a sword. But it doesn't make me less dangerous when I get disarmed, right?
Not impossible, I guess a Knight knows how to pack a punch too, but I see what you mean. Being disarmed just decreases the number of narrative options you have, and sometimes even has mechanical effects.
I haven't seen this anywhere yet, but are there things like anti-Stunts? Like, instead of taking a Consequence, you take a Stunt that influences you negatively, always, under specific circumstances? I'm thinking something like being Poisoned, as a negative Stunt, rather than a Moderate Consequence.
What does the knight do? Close in swinging? Scramble for the sword? Whatever he does is a narrative response to a narrative event--and if mechanics are needed to represent or resolve that response, you can bring them in.
Just trying to figure out if there were ways to have bad consequences without something actually being there for others to Compel on Invoke against you.
@BESW If you take an Extreme Consequence, you have to replace one of your Aspects. Could you instead add-upon your Trouble Aspect in this case? Or would you still recommend not having multiple Trouble Aspects, and replace one of your Character Aspects?
@BESW She doesn't have a drive to do things, she's a go-with-the-flow person who is from another time and doesn't have much of a stake in anything. This impacts being proactive (why? for what?) and dramatic (about what?).
You probably made her this way because that works for playing a background character.
Trouble aspects aren't always totally negative--it's the act of choosing to make one aspect your trouble over another that imbues it with that negative power.
Similarly you can have a non-trouble aspect that's hard to imagine how to invoke, but it's not your trouble aspect so it's not supposed to be the MAIN way you get complication.
@MarcDingena Yeah, because they're suggesting you do that specifically with that one. It's just an aspect, though, one you deliberately make more troublesome than the rest.
So, if you want to ask "can I have more than one trouble?" the answer is yes because they're just aspects. If you want to have a second aspect that is deeply troublesome, go ahead.
Atomic Robo for instance has Concept, an aspect correlating to each of your modes, and an Omega aspect, which is another way of saying "misc" or "pick something else to say about your character"
I think having an explicit Trouble aspect slot is good for people new to the system, so they understand Aspects can be used against you too, and to promote interesting (back)story.
There's that saying that creativity is inversely proportional to constraints, and Trouble gives you a constraint to be creative in.
@MarcDingena I agree completely.
Just don't go enshrining the Trouble as a unique special thing. It's not, they just want to funnel your creativity for the second aspect on your character sheet into something troublesome. (And it's a good signal to say "hey, GM, compel this", like BESW said)
It's... it's permission and imperative to shaft your character.
Folks new to this sort of system, coming from games where it's the GM's job to challenge your character and your job to solve challenges? They often need that boot in the pants to get them out of "must mitigate all potential weaknesses or the GM will exploit them" territory.
@doppelgreener Tonight I'm seeing a friend who quit Pathfinder after 2 sessions. He's genuinely interested in learning more about Fate, but he really want to understand what Fate will mean to him as a game, before he's prepared to dive into another RPG with my group. Considering this obstacle, I think I really need to be careful which information to feed to him first, without overwhelming him. Do you have any advice?
I should start with an elevator pitch, just some bullet points of how Fate is not Pathfinder... but then what?
He pretty much hated that his freedom was fully constrained to mechanics. He truly is the story-first type of person and PF just wasn't the best platform for him to work with
I'm seeing him at a birthday party tonight, and there will be a moment where I'll probably be able to geek out a bit about games and stuff with him, maybe one-on-one even (big family, lots of stuff going on anyways). How can I sort of promise him a better experience with a 5-minute pitch about Fate?
You should consider this guy "mildly turned off by the notion of table top RPGs" because of our "Pathfinder experience"
From him, I understand that loss of agency takes enormous amounts of effort and time to resolve in a pure freeform game. In Fate, you get a fate point, and that's enough to turn it into a few seconds' resolution.
You have combat and challenge rules, and skills and stunts and aspects and other bits you can engage when you want.
Fate's also however a game of legos. It just gives you a whole lot of bits. It's up to you when and how you want to make use of them and what kind of thing you want to build with them.
That can be very weird for people coming from D&D and Pathfinder, where the game is an enormous engine that tells them everything that can happen, and when it can happen: "you're in combat. it's this person's turn. they pick from this finite move list consisting of special actions, their attacks, skills, spells, feats, items, and other things. okay, they're done. now it's that person's turn. now it's theirs. conditions have been met, the combat is over, you win, get some XP and proceed."
in D&D you're either freeforming with scraps of your character sheet, or the game is telling you exactly what you can and can't do when.
D&D also heavily obstructs actually realising character concepts in the name of balance and progression. if you want to do this special thing, gain several levels and feats and classes you're not interested in and maybe when you get the thing it will still be sorta useful, unless "the thing" is being a super powerful wizard or something like that the game expects.
Fate's like: "here's your thing. come up with a character. do you want to do the thing? okay, you can do the thing. you have a cool character concept? you are that from the moment of character creation if you want. now, go roleplay. have fun. the rules will be here when you need them."
Yeah, this is exactly why I'm considering switching systems in the first place. Because this dude quit after 2 sessions, he knew he didn't want this type of play. I on the other hand didn't know better: Pathfinder was all I ever played and since I had to GM now, I chose this as my go-to system, because of personal security.
Now after playing PF for 14 months, I find it a very slow and crunchy system, and not all of my players are enjoying it either. Not all of them have a problem with it, but some might want to try something different.
No, but I have to halt you here for a sec before you throw more links my way. I sometimes have a pretty hard time understanding what is said here. English is not my mother tongue.
@Marc Here's the situation being discussed: BESW, myself, Trogdor and some other people were playing a game together once, set in the Doctor Who universe, using Fate Accelerated. One of the players was playing the Doctor, the rest of us were his companions.
Partway in, one of the Doctor's companions (controlled by a player, remember) came under threat of becoming mind controlled. That player had quite a lot of fate points at that point (maybe seven or eight?). He picked up all of them, and was willing to dump them all on the roll to resist getting mind controlled.
BESW, who was GMing, just picked up one fate point as a compel, offered it to that player, and said: "I promise if you actually get mind controlled you're going to have a lot of fun with it." Player took back his fate points, accepted the one he was offered, and now his character was under subtle mind control - he became a sleeper agent to be woken up and taken control of later.
Later on we got into a fight with the ultimate enemy of the session, a mind controlling entity. The companion sleeper agent got activated and ordered to attack and kill the doctor (another compel). The player gladly accepted, we had an enormous fight trying to keep the doctor alive, and then this player took his enormous pile of fate points he'd accumulated and dumped them all into one attack on the Doctor and killed him.
@MarcDingena It made part of Fate click for me. Lord Gareth was remarking that normally in freeform games, handing over control (agency) of your character takes a LONG TIME to work out. He was amazed that in Fate, we made it happen in seconds.
("Voluntarily relinquish narrative control", put differently, is "of your own choice, give up control of part of your character's story")
We've had questions where a player who got mind controlled mid-combat was effectively out of the game for the rest of the session (the combat would take that long), they kicked back and played their nintendo DS.
In Fate, you're still playing your character, you're just getting compelled to play them differently.
@doppelgreener Thanks for that. It made sense because of its context, but these kind of sentences really force me to concentrate on reading and understanding what is being said in chat or conversations.
Fate has you conspire against your character for drama and fun.
3
@MarcDingena Yeah, I understand that. Like for me reading Wikipedia articles about abstract mathematical concepts. Or trying to read a Shakespearean play.
Also, our old Enchanted Forest Chronicles games are available in BESW's bookmarked conversations anytime you want to read them. They're down the bottom, look for 'EF 001'.
RPG.SE's chat rooms support dice rolls as an easter egg. This script will convert d6 rolls that you see into Fudge dice, using the ordinary conversion rules: 1–2 = minus, 3–4 = blank, 5–6 = plus.
You can enable or disable these dice on a per-room basis. It will remember which rooms you picked. Y...
[out of character: Zemenar is lying Cleverly to you, and got a total of 4 on the roll.]
He's open about the NPC's intentions. I know Fate is much more "all facts on the table" than Pathfinder, but why would he reveal this immediately? I don't know how much my players will fairly handle these things their characters aren't supposed to know.
Also, I see I need to leave for an appointment now. Talk to your all later :)
@MarcDingena Well, he has to tell you what he's rolling to do, and that's to lie to the player to create the advantage that they'll totally believe him.
Fate has you conspire against your character for drama and fun.
Make the events dramatic and fun. If they are like "wow, if he's lying, my character's so not going to do that stuff," they can totally find reasons their character might not go with the person. Compel them to totally buy into what the person's saying and try to make it fun! :D
You can keep secrets in Fate. But the GM is not the story's sole author. All of the players can be, once they get used to that way of doing things. So share the story with them freely.
To mark the impending release of our final Spirit of the Century novel (don’t worry — another Sally Slick Young Centurions novel is on its way, too), starting tomorrow we’re […]
You can keep secrets, but you do not have to. I can talk more about that another time.
(Mainly you may want to keep secret that the character is secretly a vampire, which is fine. And you may want to not tell them where the exit is yet, if you want them to have to find it. But also not telling them these things yet gives them room to create other, different facts for themselves. You were planning for the exit to be in the grand hall? They just rolled Notice to declare it's in a secret tunnel behind the kitchen's fireplace. Great! Go with that.
(This means you now either use your plans for that other exit for this one, or come up with something new. The players are authoring a bit now. That is excellent. Time to respond and use it to create more story for them!)
It is so strange that this "Fate" seem so different from managing an online MMRPG event like every tabletop rp game, yet it manages to feel oddly similar at the same time...
Will have to try to read more when I get the time.