this post was submitted on 02 Mar 2024
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One thing I'm curious about is whether player-initiated exposition is a good idea.
Normally, the DM has to take the initiative to explore your character's backstory. For example, he might say "You recognize the leader of the bandits - he was with the man who killed your father."
What if instead, when the DM has a generic group of bandits attack, you remain in character and just confront the leader of the bandits. "You! You were with him! Where is the man that killed my father?"
On the one hand, this forces the DM to suddenly improvise when he already has a lot to do since he's running the entire adventure. The DM might not like that. On the other hand, it also takes some of the work off of the DM, since it's no longer his job to make sure that your characters's backstory is being revealed the way you want it to be and he gets a memorable NPC for free.
If the DM doesn't want to roleplay a dramatic dialog right there and then, he can say something like
This way the DM can decide what the clue means when he gets around to it. Even if the bandit is just dead and the DM gives you no clues, you can roleplay your frustration. In any case, now everyone in the party knows something you (as the player) want them to know, even if it's not something you'd tell them in character.
You've sort of reinvented Fate. In Fate, you can spend a fairly renewable resource to "Declare a story detail". You typically need to justify what you're trying to do with something on your character or the scene. So if your character has the property "Everything I do is to avenge my father", it would be likely be an easy sell to the group to be like "That bandit! I saw him the night my father died!"
https://fate-srd.com/fate-core/fate-points#declaring-a-story-detail
Fate has a lot of good ideas that are more in line with how I think people would intuitively play RPGs. I think a lot of people playing D&D and its close relatives would enjoy Fate more. D&D is by comparison extremely limited in how creative you can be, rules-as-written.
The GM in Fate is also encouraged to invoke your character's backstory. If your character has like "Cultists want your blood" Trouble, the GM can offer you fate points to make that come up. That's a core part of the game's resource economy. So when you finish dealing with the bandits and settle in to the inn, the GM can be like "As you're sipping the host's tea, you catch him grinning at you slyly. You hear footsteps outside. For a Fate point, how about this guy is in on the cult and signaled for his friends."
This puts a lot more narrative control in the hands of the players. Some people really like this. Extremely controlling GMs probably won't. Players who just "want to be told a story" but aren't watching a movie for some reason also probably won't. But when it works, it really makes the game's story collaborative.
By comparison, D&D feels absolutely barebones, especially for character and narrative. It's just missing whole systems
Sounds really cool. Wonder if there's any way to shove it into other game systems?
Inspiration in D&D is like 60% of the way there. I tried to get my old D&D group to use it, but they were too D&D-mindset to really embrace it. By that I mean kind of passive, and very zoomed in on their character rather than the more "writer's room" view Fate favors.
But, if you have a good group, you could stitch it onto D&D 5e without much problem. I'd do it like this:
Ok. Lots of text. Bear with me.
The big thing that comes with importing all of this is the creative burden on your players explodes. Players need to be thinking about their character's backgrounds, the scene's aspects, and how they can use them for bonuses or compel themselves for fate points. You cannot just phone it in like you can with D&D. Because let's be honest, a lot of D&D players are not being their most creative selves. They slap down "Dave the fighter" and are good to move 30' and attack. If that is the kind of game mode you want to play, have at it, but none of this stuff will work well with it. But if you do have players that are creative, and are willing to engage with the system, this all can really sing.
Most of the stuff there exists at the narrative level, so it would be easy to import into other systems that don't have much stuff operating on that level. That's most close relatives of D&D, but not most PbtA games, probably. If there's already metacurrency, it might clash.
The second thing is that it does provide a power bump to the players. They gain a new resource they can use to bump their rolls. You can address this by slightly increasing the strength of encounters. You can also just let the players be more awesome. You can also spend fate points on your NPCs (the important ones have aspects and troubles, right?). The "Duelist of Legend" pirate captain can spend a fate point to bump his miss up to a hit when sword fighting the PC. (But they couldn't invoke that aspect to run away, because that's not very Duelist of Legend, is it?)
This can partly replace legendary resistance in 5e. Your lich has "Defies Death Itself" as an aspect, so he can spend a fate point to bump his save versus whatever. (You probably want one fate point per player in your GM pool in a scene, but adjust to taste.)
Anyway. I think about this a lot because I was playing D&D weekly for the past ~3 years, and I got really sick of it. As you can see, I'm happy to go on and on about it.