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Re: [FateRPG] Questions From First SotC Session

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  • Mark Horton
    I also have no actual play experience but this contains the best explanation of the FEEL of FATE that I have seen even from malign chapeau Mark the lurker
    Message 1 of 5 , Jun 30, 2008
      I also have no actual play experience but this
      contains the best explanation of the FEEL of FATE
      that I have seen even from "malign chapeau"
      Mark the lurker
      --- Daniel Klein <bringa@...> wrote:

      > I wouldn't have replied to this had it not sat here
      > unanswered so
      > long. I'm ABSOLUTELY unexperienced in FATE--haven't
      > even run my first
      > session yet, even though we've made characters--but
      > I do have about 15
      > years of roleplaying experience, so I'm going to
      > give you common sense
      > answers to the questions that warrant them. Feel
      > free to ignore me if
      > someone more knowledgable about FATE contradicts
      > anything I say.
      > > 1) When exactly is a Full Defense declared? Can it
      > be declared after
      > > waiting to see the attacker's final dice roll
      > result or must it be
      > > declared before the dice are rolled?
      > Common sense: BEFORE the attacker attacks. I would
      > ask my players to
      > declare full defense at the beginning of the round.
      > The way I handled
      > combat in GURPS was that I asked everyone to tell me
      > what they're
      > GOING to do this round before anyone took action. If
      > they changed
      > their mind at the last second, I typically applied
      > some penalties. In
      > FATE what I'd suggest is that if a player wants to
      > change to full
      > defense, you can let him do so if he can a) describe
      > logically what
      > that full defense looks like, especially in light of
      > the action he was
      > GOING to take ("Jack storms into the storage room
      > both guns blazing
      > when suddenly he realizes how many people are
      > returning fire and how
      > well they're aiming, and decides to drop his guns,
      > throw himself down,
      > and slide up against a conveniently placed crate,
      > which he'll use for
      > cover") and b) if he's willing to pay a Fate Point.
      > Again, there might be lots of reasons why the above
      > is a Bad Idea, but
      > you could give it a try. The way I'm reading and
      > understanding FATE,
      > it's story-above-everything-else, and so if it makes
      > sense and if the
      > outcome is likely to be more entertaining than the
      > alternative (Jack
      > being shot dead on the spot ;P), then go for it and
      > fudge the rules!
      > > 2) Can Aspects be invoked at any time when
      > resolving dice rolls, back
      > > and forth between attacker and defender? For
      > example, an attacker gets
      > > a 1 shift success on his attack and decides to
      > invoke his [Strong]
      > > aspect to improve it to a 3 shift success. This
      > prompts the defender
      > > to invoke his [Nimble] aspect to reduce the shift
      > back to 1, but the
      > > attacker spends another Fate Point to invoke his
      > [Arrrgh!] aspect to
      > > bring the shift back up to 3 etc…
      > The way I'm reading the rules this sounds about
      > right, but the thing
      > you might be overlooking here is that the defender
      > tends to be an NPC
      > (unless you have a lot of in-fighting), and that
      > it's entirely up to
      > the GM whether or not the defender invokes any
      > aspects. So the call is
      > yours: do you want to draw this out into a lengthy
      > back and forth
      > affair or do you want to solve it quickly? As
      > always, ask yourself
      > what's best for the story. Unless they're fighting a
      > really tough
      > villain, I'd say always allow your players to
      > dispatch enemies
      > quickly. I don't see the point in going back and
      > forth like this; you
      > want quick action, not tedious mathematics.
      > > 3) How do other people keep track of Aspects,
      > especially temporary
      > > Aspects? Are there some bookkeeping methods that
      > are typically used to
      > > help players and GM alike remember who has what
      > temporary Aspect etc?
      > I'm not quite sure I see the problem here, but I'm
      > very curious: what
      > problems did you encounter? Naively, I'd say that
      > you use a pencil to
      > write down temporary aspects and then you simply
      > erase them when
      > they're gone. If you find yourself using the same
      > temporary aspects a
      > lot I guess you could write them down on index cards
      > and slide them
      > back and forth, but I can hardly imagine a need for
      > this. As the GM,
      > I'd have a sheet of paper in front of me during
      > combat with the names
      > of the NPCs / minion groups involved in that combat
      > and I'd do the
      > same: just scribble it down and either erase or
      > cross it out when it's
      > no longer there. But I'm really curious: what did
      > your battles look
      > like? How many of those temporary aspects were you
      > juggling with?
      > > 5) Are scene Aspects always declared at the
      > beginning of a scene by
      > > the GM or must they be discovered by the players?
      > I wasn't sure how to
      > > handle this, but as it was our first session I
      > decided to list the
      > > scene Aspects to the player – at least the more
      > obvious Aspects that
      > > were simply part of the description that I had
      > used to frame the scene.
      > I love the scene aspect system, and I'm pretty sure
      > I already know how
      > to handle it: I'll simply describe the scene in
      > normal prose, maybe
      > giving special weight to certain adjectives or
      > nouns, and then my
      > players, hopefully having the same picture in their
      > minds, will invoke
      > whatever feels right. Essentially they'll be
      > guessing most of the
      > time, but I'll be very, VERY liberal as regards
      > allowing certain
      > aspects to be there if they make sense. I love the
      > fact that FATE
      > distributes the content creation between players and
      > GM, and I'll do
      > my very best to encourage my players to add stuff
      > all the time. Only
      > in the rarest of occasions do I see myself asking
      > for an FP to declare
      > an aspect. If it fits and makes sense that it could
      > be there, and most
      > importantly if it being there improves the story,
      > then hell, it's
      > there!
      > > 6) If a player/NPC invokes an Aspect of his own,
      > then is that aspect
      > > automatically known by the NPCs/players so that
      > they may tag it or
      > > call for a compel? For example, a wolf has [Hot,
      > Reeking Breath] and
      > > invokes it to leap at the player's face, but the
      > player then spends an
      > > FP to tag the wolf's [Hot, Reeking Breath] to
      > strangle the wolf.
      > Common sense, again. If a player knows something
      > about an enemy, he
      > can use that information. Don't think of aspects as
      > these rule
      > entities. Think of them as story-bits. Even if you
      > didn't think of an
      > aspect and didn't write it down, if the player
      > attempts to tag it
      > because it makes sense that this NPC has that
      > aspect, then go with it!
      > As always, the central question in FATE seems to be:
      > is this good for
      > the story? Will success/failure make the story more
      > interesting? What
      > you wrote down in advance is so very very
      > inconsequential.
      > >
      > > 7) How can player's discover an NPC's Aspects in
      > combat? I understand
      > > (with Jetan's help :) that player's may guess at
      > an NPC's Aspects,
      > > which may result in them tagging an NPC's Aspect
      > for a FP or losing
      > > the FP in an incorrect guess. But is there a way
      > for player's to gain
      > > information/hints etc about possible NPC Aspects
      > whilst in combat so
      > > that when they do guess there is a better chance
      > of them tagging an
      > > actual Aspect? Could Alertness be used somehow? Or
      > could the
      > > Sixth-Sense of Mysteries be used to allow a player
      > some
      === message truncated ===
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