Today I am going to talk about a type of metagame mechanic I see all over the TTRPG sphere that I want to love and my players universally hate. Ones that let them change the game world without their characters acting upon it.
Why I will Never Play FATE Again
In spite of averaging twenty hours per week of D&D since the late 80s, I've lived in blissful ignorance of the major discourse around TTRPGs until the last few years. Aside from participating in the Official Dungeons & Dragons forum back in the mid-noughties, I was absolutely happy not to think too deeply about the hobby. I missed the discourse as the OSR and Storygame movements emerged. I didn't really notice the boom the OGL created aside from the surge in 3rd party modules out there and the falderal over The Book of Erotic Fantasy.
One thing I did, however, was grab TTRPGs as they drifted across my attention and read them. Once in awhile I would try to Persuade my regular Dungeons & Dragons group to try something new, which they usually stubbornly refused to do. And when they did, it was an uphill battle against players bound and determined not to have a good time.
When my oldest son was born, I had a sudden and drastic reduction in free time, and so rather than playing, I spent a lot of time reading RPGs. And from there I finally started to take an interest in the theory of the games. Especially as I tried to interpret a strange trend in game design of offloading DM Fiat to players... And the puzzling phenomenon of my players HATING it.
My first time running into this idea was when I tried FATE Core.
|Fudge dice, and my dice tray, |
bag, and beaded box.
If you are not familiar with FATE in its various incarnations, it is a game that in many ways is considered the paragon of the Storygame model of Table Top Games. In FATE outcomes are determined by generating a number between - 2 and +8 to measure degrees of success. Characters with skills or special abilities appropriate to the check get up to +4. Characters use four fudge dice to generate a random factor of +/-4. On top of this the game tracks a number of conditions going on that might affect the situation.
- The Room is in Fire
- The Room is getting smoky,
The Immersion Problem
Differing Game Experience Goals
|Cover to Cosmic Patrol|
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