{"id":12260,"date":"2016-09-22T16:33:26","date_gmt":"2016-09-22T16:33:26","guid":{"rendered":"http:\/\/randomaverage.com\/index.php\/2016\/09\/on-fate-and-gming\/"},"modified":"2016-10-23T07:20:21","modified_gmt":"2016-10-23T07:20:21","slug":"on-fate-and-gming","status":"publish","type":"post","link":"https:\/\/randomaverage.com\/index.php\/2016\/09\/on-fate-and-gming\/","title":{"rendered":"On Fate and GMing"},"content":{"rendered":"<p>So I kind of gave up on  about halfway through August because the questions weren&#39;t that interesting for the second half. That&#39;s on me.<\/p>\n<p>Anyway, it&#39;s a fun exercise in concept. Inspired (I guess?) by that list, someone came up with an <i>extremely<\/i> tongue in cheek (I hope)  list of questions for September.<\/p>\n<p>Which I also pretty much ignored, because they&#39;re mostly joke questions that would require me reliving moments of severe personal head-up-assedness, circa 2009.<\/p>\n<p>However, today&#39;s question prompted some pretty thoughtful and useful posts from folks I see on Google+, so I thought I&#39;d take a break from filling up their comment threads and post my own tangential navel-gazing, since it&#39;s something I&#39;ve been meaning to write about for awhile.<\/p>\n<p>The question:<\/p>\n<p><b>How many friendships have you terminated because they confessed they kind of like to play Fate games sometimes? It&rsquo;s okay. Fate players have to hear the truth.<\/b><\/p>\n<p>Obviously the serious answer to the silly question is &quot;none.&quot; Let&#39;s have that said.<\/p>\n<p>With that out of the way, I want to post a different-but-related question, phrased (tellingly) as a PtbA-style Hard Move:<\/p>\n<p><b>&quot;You&#39;ve spent several hundred dollars on the Fate kickstarters and Fate-powered settings and scenarios, run several fairly long Fate or FAE-powered campaigns, hacked and rehacked the system, designed custom Roll20 FAE character sheets and submitted them through github, and currently run a (theoretically) weekly FAE game, which your players enjoy&#8230; but you&#39;ve come to the realization that you don&#39;t actually like running Fate very much. What do you do?&quot;<\/b><\/p>\n<p>Yeah. What do you do?<\/p>\n<p><span class=\"proflinkWrapper\"><span class=\"proflinkPrefix\">+<\/span><a class=\"proflink\" href=\"https:\/\/plus.google.com\/118294872407638175479\" oid=\"118294872407638175479\">Eloy Cintron<\/a><\/span> got me thinking about this today, when he wrote &quot;I don&#39;t like how it feels in play.&quot;<\/p>\n<p>Yup.<\/p>\n<p>I like <i>expressing<\/i> stuff in Fate terms, but the further I go (and I have run three or four fairly long Fate and\/or FAE things since Core came out, including hours and hours of play with my daughter), the less satisfying I find it in play.<\/p>\n<p>Most of it boils down to: No surprises from the conflict system.<\/p>\n<p>Let me break that down. <\/p>\n<p>There&#39;s a conflict, dice hit the table&#8230; but really, there&#39;s not much <i>point<\/i>, because the results are almost entirely in the hands of the players. That&#39;s what I mean when I say no surprises. <\/p>\n<p>Between capitalizing on Created Advantages, invoking preexisting aspects with fate points, and bringing applicable stunts in, almost any individual roll can be turned into a success. And just given compels as a means to refresh Fate Points (I actually do a Fate Point refresh every &#8230; five or six sessions, if that), Fate points are almost never a problem, especially since there&#39;s reasonably good odds on any specific roll that you won&#39;t <i>need<\/i> to invoke an aspect to get a success.<\/p>\n<p>But don&#39;t read that and think I have a problem with player success. That&#39;s not it. <\/p>\n<p>It&#39;s that Failure, Success, or (that Rarest of Rare birds) success at cost, are all just <i>decisions<\/i> the player makes, not a result they get and have to adapt to.<\/p>\n<p>See, I&#39;m a big, BIG fan of <i>creativity within constraints<\/i>, and for me one of the richest veins for that kind of thing comes in a conflict system that you can&#39;t strongly influence to &#39;force&#39; the result you expect. <\/p>\n<p>(See PtbA stuff, basically. That&#39;s my sweet spot. You can get it in lots of games, but I especially like PtbA for the largely unmined vein of Mixed Success it sets up in its dice mechanic.)<\/p>\n<p>Put another way, I like getting results that make us introduce something new. I love <i>&quot;Yes, but&#8230;&quot;<\/i> results, because <i>everything after that<\/i> is something we weren&#39;t expecting.<\/p>\n<p>I&#39;ve got a great group of players in my current game, and they know my love of Mixed Success, but it&#39;s Fate, so&#8230; even if they blow the roll and I say &quot;don&#39;t worry about invoking aspects yet, what about we go with a mixed success?&quot; Even with great players, the inevitable (and fair! given the game system) question is: &quot;Okay maybe&#8230; but what&#39;s the &#39;mixed&#39; part going to be?&quot; And we talk through it.<\/p>\n<p>So&#8230; yeah. That. No surprises in the conflicts. Lots of resource use and\/or negotiation to get to a known result.<\/p>\n<p>Now, <b>I know I can make Fate harder<\/b>, to give the players less of that control. I know that. I&#39;ve played a lot of Fate &#8211; I&#39;ve hacked it down to the bone and built new flesh on the skeleton, more than once. I get how the pieces go together.<\/p>\n<p>And I&#39;ll freely admit I don&#39;t push as hard as I can by using GM Fate points (which <span class=\"proflinkWrapper\"><span class=\"proflinkPrefix\">+<\/span><a class=\"proflink\" href=\"https:\/\/plus.google.com\/105135792496983171525\" oid=\"105135792496983171525\">Bill Garrett<\/a><\/span> has called me on). But I know <b>why<\/b> I&#39;m bad it: it feels adversarial in an unfun way (I&#39;m FINE with adversarial in fun ways).<\/p>\n<p>Boardgame Example: I like challenging games (I&#39;m playing a <i>Pandemic Legacy<\/i> campaign right now, we&#39;re in September and seriously FUCK the C0DA virus); I don&#39;t mind losing because something is challenging, but I have <i>less<\/i> fun if I&#39;m playing a game where the dial for &quot;challenge&quot; is controlled by &quot;how much I (or someone else) voluntarily chooses to directly fuck with the other players at the table by making their stuff harder&quot; &#8211; I&#39;m looking at you, Settlers of Catan.<\/p>\n<p>You pulled the short straw and have to be the Bad Guy in Betrayal at the House on the Hill or whatever? That&#39;s cool. You&#39;re cock-blocking someone&#39;s attempt to get Longest Road, just because? Much less fun. That&#39;s kind of what &quot;pouring on GM Fate points&quot; or &quot;start everyone with no fate points and 0 refresh&quot; feels like. <\/p>\n<p>I mean, there&#39;s a point at which you&#39;ve tweaked that dial so much you need to warn people they won&#39;t really be playing the game system they signed up for, exactly.<\/p>\n<p>Does that mean Fate&#39;s a bad game? Nope.<\/p>\n<p>Does it mean I wouldn&#39;t play it? No.<\/p>\n<p>Does it mean I won&#39;t GM it? No, although I think I&#39;m going to do some sunset planning for the system, in IT-speak.<\/p>\n<p>Does it mean it&#39;s a game that doesn&#39;t especially suit my GMing style? Yeah, pretty much.<\/p>\n<p>And that sucks a little, because as I mentioned I&#39;ve got a LOT of Fate stuff on my shelves, and like&#8230; 25 sets of dice&#8230; and players who really like the game &#8211; some of whom I&#39;m pretty sure would <b>not<\/b> especially enjoy 7-9 &quot;it&#39;s a mixed success and you just need to deal with it&quot; results in Powered by the Apocalypse games (which may be my favorite game thing ever).<\/p>\n<p>Anyway. Something I&#39;ve been turning over for awhile; glad to have it out of my head.<\/p>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>So I kind of gave up on about halfway through August because the questions weren&#39;t that interesting for the second<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"close","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[53,115,268,141],"class_list":["post-12260","post","type-post","status-publish","format-standard","hentry","category-musing","tag-gaming","tag-google","tag-indiegameaday2016","tag-rpgaday"],"_links":{"self":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/12260","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=12260"}],"version-history":[{"count":1,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/12260\/revisions"}],"predecessor-version":[{"id":12261,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/12260\/revisions\/12261"}],"wp:attachment":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=12260"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=12260"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=12260"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}