ALEXANDER NEWCOMBE
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The FATE RPG System

17/2/2014

4 Comments

 
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So, as I mentioned in my post about tabletop games, I've been playing RPGs since I was a kid. This has waxed and waned, but it's certainly been going strong for the last few years. In the last couple of years, I've been trying new things. Despite "D&D" being used as short-hand for the entire medium, they are thousands of different systems to use. The most popular games are ones that follow the trends set by the ubiquitous Dungeons & Dragons. You and your friends play through the stories of heroes in a fantasy world. But there are tons in other genres, from the expected (like space opera), to the prosaic like a game about fire fighters, to totally off-the-wall ideas like a game about playing a living Twinkies on a post-apocalyptic Earth.

But there are many systems that don't use any kind of setting or genre, they only provide a framework in which you play through whatever stories you make up. My favourite of these is Fate Core
. Fate was one of the first games I tried outside of D&D and I stuck with it through a few different variations. It was a breath of fresh air to have something that allowed so much freedom. And that's really where Fate shines, it lets you take all kinds of ideas and turn them into a game. Hence, the mish mash of heroes they use on their book cover (the image above).

From this point on, I'm getting into the nitty gritty. If you're not into RPGs, it may not make sense, but I'm putting this here as fair warning :)

The one big innovation in Fate is the aspect system. Aspects are short descriptive phrases that are an attribute of important things in the world (usually characters). So, in a Fate game about cowboys, a player's character might have the aspect
"Fastest draw in the county". That is chosen and worded by the player, not selected from a pre-written list. It is true, and it will come up in game.

And that's why aspects are so interesting to me. We all find ways to describe our characters in RPGs, but in Fate, your description becomes a functional part of the character. In many ways, it breaks down the barrier between the narrative of the character and his mechanical actions (fluff and crunch, in RPG gamer terms). Because a player can literally direct the story using their aspects, it entices players to make "meaty" aspects, ones that have external story built in. The above aspect could be changed to "An even faster draw than my father". Now the character is still a quick gunslinger, but he also has a rivalry, either open or concealed, with his father, who was also a renowned gunslinger. Considering each character gets several aspects, it means that they  can have a lot of pull in the story.

However, if you had a whole party of characters constantly
pulling the spotlight onto their own personal story (and for the most part, players love nothing more than a little spotlight on their character), you would have a very disjointed narrative. The system limits this in play by using a resource called fate points, and it tries to head this off at the pass (following our Western motif) with collaborative creation.

Each player gets a few fate points at the start of each session. They can use them to power an aspect to do something for them. If we go with the previous example of "An even faster draw than my father",
we can see that this would help the character in a duel by giving him a bonus to his Shooting roll. But it could also be useful if he needed a contact in town. The player could invent one that knew his character's father and pay a fate point for it. Now, if the player is out of fate points, his ability to pivot the story around his character is gone. But, and here is another lovely bit of design from Evil Hat, if the GM uses an aspect to complicate life for the character, he gives him a fate point. For our gunslinger, this could come in the form of a band of outlaws looking to prove themselves but killing the prodigy in front of the whole town. It rewards the player for coming up with an interesting aspect to hang a story on, and as a GM, I love anything that gives me more direct hooks to the player. It prevents me from calling story and conflict down from the blue.

Now, before the game even starts, there is the collaborative creation. Your first session of Fate begins with the GM and all the players sitting down and coming up with the key parts of your game together. That includes both the characters and some starting locations or stories. This is such a great part of the game. When it goes well, you all feel connected and driven to play through the story that was created. The GM and the other players don't have to worry about the game getting derailed to follow one character's quest to see his sick grandma -- That quest, if it is important, will spring from that initial creation session. The creation is structured according to a process in the book so that each character has already met and interacted with a few of the others, they share common ground, and they even have some aspects that are inspired by these backstory crossovers.

After creating the characters and the setting together, the fun of the game is in watching it all play out. The system is fairly light in terms of
tactical decisions and it uses a lot of abstraction in conflicts to make them go by simply.  This means that you can usually get to the heart of the story quickly and see how it all pans out.

Now, Fate isn't a perfect game. It certainly has drawbacks compared to some of the other systems I've played in. It doesn't handle long-running campaigns as well as something like Pathfinder or 13th Age. That's because there is little mechanical change from the early game to the late game. Character's capabilities
can increase, both by getting higher bonuses and by getting wholly new skills, but it'll still feel much the same in terms of gameplay. Also, it requires creative buy-in and a desire to see a unique story play out. If you want a story and setting ready-made for you and your group, there are better games for that.

And, that core concept that I just gushed over (aspects), may not be what you want as a player or a GM. But as a writer who loves games, and who loves when mechanics are story are inextricably linked, I think it is amazing. I suppose it's no surprise that a game that rewards creatively worded phrases is a hit with a writer. I suppose if there was a game that let you draw for bonus points most artists would dig it as well. I will say that if you feel like seeing how a particular kind of story will play out (and you really are interested in the story), there are few better games for it.

For those who want to hear more about this, I'm going to write a post on how to get the most out of that collaborative creations
in a little while. For a different kind of game that I also really enjoy, look for an upcoming post on 13th Age.


4 Comments
TC a.k.a. TGC colletor
17/2/2014 02:10:46 pm

Interesting, I will dig in the rule book. I am curious to see how they attach the gameplay to that system. Have you tried "once the upon a time"? Seems like a good game for you.

http://boardgamegeek.com/boardgame/1234/once-upon-a-time-the-storytelling-card-game

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Anewcombe
18/2/2014 01:36:58 am

I've heard of Once Upon a Time. It actually seems like a really good tool for improvised writing as well. I'll have to grab it at some point. I imagine the other writers here would also enjoy that.

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Miecz
18/2/2014 12:36:53 am

So one thing you didn't mention is that use of invokes (i.e. creating facts via the spending of FATE points) is still limited by approval of the GM. Granted, GMs are encouraged to try to accept or slightly retool the invoke to make it work, rather than outright refusal.

Which leads me to the point about in handling long-running campaigns poorly. I think you're right. For the most part, the scaling of bonuses increments very slowly (especially in modern FATE Core), and even when they do, a noticeable change doesn't really occur (you don't get more options, the options you do have get easier to use and more likely to succeed).

Another FATEish system, Legends of Anglerre tried to handle this by segmenting gameplay in tiers (Heroic, Legendary, Mythic, or something like that) and changing the FP economy (or what you could do with FP) noticeably with each tier. The things epic/mythic level stunts allowed broke more of the rules of the game in favor of just being able to manipulate the narrative unilaterally. This correlated nicely with your characters; as your characters gained more power and control over the game world, you as the player gained more authorial control over the narrative.

Unfortunately, the game was fraught with a lot of weird things, and even after 14 sessions, with advancements coming pretty regularly, we were still unable to break into the next tier. Still, the idea of having somewhat segmented tiers of play with changing of the mechanics at each step isn't a bad one, and could possibly be adapted into FATE core.

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Anewcombe
18/2/2014 01:44:54 am

Yeah, I've come to the opinion that if you want a long-running game in the traditional mold (that increase of power and scope), there are better games for it.

The idea of tiers is, like you said, a good method. Or other mechanics (new kinds of stress at higher levels, ability to control organizations instead of individuals) could be created that make it feel better for those kinds of campaigns. But at that point, you're putting a lot of design work in. There may be cases where you want exactly that kind of Fate game, but I would generally look at the goals of that game and see if there isn't a better system already created.

I'll probably do more posts on Fate and customizing it to suit different kinds of games. I have some ideas that we never got to play, so maybe you can just examine them here once they go up.

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