{"id":721,"date":"2004-06-15T12:40:46","date_gmt":"2004-06-15T12:40:46","guid":{"rendered":"http:\/\/random-average.com\/?p=721"},"modified":"2004-06-15T12:40:46","modified_gmt":"2004-06-15T12:40:46","slug":"fate-and-the-el-dorado-game","status":"publish","type":"post","link":"https:\/\/randomaverage.com\/index.php\/2004\/06\/fate-and-the-el-dorado-game\/","title":{"rendered":"FATE and the El Dorado game"},"content":{"rendered":"<p>One of the questions I&#8217;ve been trying to answer when I look over a new game is &#8220;What do I want out of the game?&#8221;  This is a key question, because the answer I come up with is also going to be the answer to &#8220;What &#8216;thing&#8217; do I want the system to be able to do as a central function?&#8221;<br \/>\nTo reverse engineer this, so I can evaluate the system in those terms, the opposing question ask about a game system is &#8220;What does this game facilitate as a central or key mechanic that interests me?  What kind of game does that create?  Does that interest me?&#8221;<br \/>\nYou can rephrase the question as &#8220;What is special about the system that simply couldn&#8217;t be done in your generic-game-of-choice (GURPS, D20, BESM, FUDGE, et cetera) without rewriting the whole thing?&#8221;<\/p>\n<p><!--more--><br \/>\n<i>Illustrating example:<\/i> <a href=\"http:\/\/www.sorcerer-rpg.com\">Sorcerer<\/a>.  The central mechanics of the system focus on (1) Descriptive, contextually relevant action from the players to fully realize their character&#8217;s ability (unlike most games, the Sorcerer character as they appear on the sheet are baseline, not optimal &#8212; more on that in another post). (2) A conflict that is at least partially concerned with (focused-by-the-system) on the characters nurturing\/maintaining\/squandering their personal connection to whatever makes them &#8216;human&#8217; in that particular campaign, without dictating character behavior in any way (Humanity system).  (3) A huge portion of the storylines are player-created (Kickers).  If that&#8217;s not what I want, for whatever reason, then I want to avoid this game, because all of those elements are BUILT INTO THE SYSTEM and are simply unavoidable.  I certainly wouldn&#8217;t want to try to staple these mechanics onto D20 or GURPS.  Ugh.<br \/>\nWhat struck me upon initial reading of <a href=\"http:\/\/www.faterpg.com\">FATE<\/a> was that it was basically a cleaned up, much-improved version of Fudge with a variable crunchiness level that is quite appealing.  Hardly a bad thing, but on the face of it, it really runs dead on into the big question of why couldn&#8217;t you run any Fate game in another generic system.  I initially supposed the answer was &#8216;no reason&#8217;, but upon re-reading and (most importantly) playing the game, I realised that the game does introduce some very special elements to play at a meta-level that really don&#8217;t exist in those &#8216;other&#8217; generic systems.<br \/>\nThe central Fate mechanics (Aspects and their effect on die rolls and rerolls) result in play in which the players have a lot of story control over their character and scenes the character&#8217;s appear in (using a &#8216;non-traditional&#8217; (in other systems) order of resolution that lets the players truly decide how important the scene is to them), but at the same time aren&#8217;t put in a role &#8212; as they are in Sorcerer (covertly) or InSpectres (overtly) &#8212; in which they necessarily decree entire plots.  That role is left to the GM, a very comfortable place for it for many GMs (and gamers).<br \/>\nThis results in a great &#8216;blended&#8217; style of play in which the players can have real control over their characters and the GM retains plot control at a level that a lot of folks are more comfortable with&#8230; a much higher chance for a win-win situation between the often-head-cracking conflicts between Narrativist and Simulationist creative agendas (with lots of Gamist risk-taking thrown in as well in the resource-management of Aspects and Fate points).<br \/>\nThis concept (a game that can simultaneously and consistently let all three player styles get their personal kicks) is what the Forge folks call the &#8220;El Dorado&#8221; game: it&#8217;s not supposed to exist.  I&#8217;m not sure Fate is it, but I think it comes a lot closer than most.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>One of the questions I&#8217;ve been trying to answer when I look over a new game is &#8220;What do I<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[11],"tags":[],"class_list":["post-721","post","type-post","status-publish","format-standard","hentry","category-game-design"],"_links":{"self":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/721","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=721"}],"version-history":[{"count":0,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/721\/revisions"}],"wp:attachment":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=721"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=721"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=721"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}