Importing Aspects and Fate Points from FATE into Sorcerer?
Manveru:
And I'll have to train myself not to rely on an EDIT function for my "editing the post for typos" phase of my posting workflow .... ^_^
Manveru:
Quote from: Manveru on April 25, 2008, 10:14:09 AM
And I'll have to train myself not to rely on an EDIT function for my "editing the post for typos" phase of my posting workflow .... ^_^
*palm to forehead*
Manveru:
One more thing before I finish my beverage ..
I like playing the Fate Point economy. When a novice FATE player group "gets" the FATE point economy, things are so much more fun. Most of the time, when I run Sorcerer (or FATE for that matter), I'm running for players who have never played the game before, and apparently have to jump through a half-dozen mental hoops to "get" it, and _enjoy_ playing the game the way it plays (instead of the way they expect an rpg to play). I'm actually not talking about novice _role-players_, but 'experienced' role-players coming into Sorcerer or FATE more or less cold. It's the most frequent situation I run into, personally, so I have to give it a lot of thought. I end up attempting to demonstrate and describe the concepts any number of different ways, usually with the apparent goal of reassuring a player or player group that they haven't "lost" anything just because their character doesn't have a half-dozen or so characteristics, a score or more of skills, a half-dozen more extra special abilities and weapon/armor stats or hit locations. This is a tremendous GAIN! But, preaching to choir here, I imagine.
So, I've seen novice FATE players pick up the Fate Point economy (or get comfortable with it, anyway) faster than they've grasped the Sorcerer "way". Hence, one of the specific questions forming in my mind here is:
Is there a way to structure some of the potent decision making and character development opportunities implied by Descriptors by way of the Fate Point economy? I've got a firm eye on Invokes and Compels here, as I've seen that be a good way to get players thinking about character actions, story and consequences in a way that actually points toward Sorcerer, IMO (only Sorcerer does without those "crutch" mechanics).
Does this make sense? Anyone see where there may be potential and pitfall here?
Thanks!
Manveru:
I actually need to rephrase this question:
Are there any _interesting_ ways to structure some of the potent decision making and character development opportunities implied by Descriptors by way of the Fate Point economy?
I want to emphasize "interesting" without implying somehow "better".
Manveru:
It just occurred to me that what I may be fundamentally seeking to explore here is:
What happens if you do this? Fate Point invoke/compel = score point = die = victory = bonus = penalty
I left off the numbers because I wouldn't assume yet whether it would make more sense to assume 1 Fate Point invoke/compel = 1 score point/etc. or 2/score points/etc.
Any other questions I posed above would appear to be just derivations of this fundamental question.
Cheers
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