Adapting FATE for MU*s
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This requires a mature role player to be willing to apply their aspects in both positive and negative ways.
Or dutiful admin to enforce this.
Both are in short supply.
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@BobGoblin said in Adapting FATE for MU*s:
This requires a mature role player to be willing to apply their aspects in both positive and negative ways.
Or dutiful admin to enforce this.
Both are in short supply.
For many years I wondered how superhero games managed using something much like the aspect system for its powers. I don’t want to say that they managed it well, but they did manage it.
If the problem is getting people to volunteer to have bad things happen to their character, this has been a problem across space-time. I’m not sure that the promise of Fate Points is enough to get that to happen, but it’s more of an incentive than most have.
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Agreed, at the table top the exchange of currency (fate points) is what keeps it moving.
On the MU? I'm not as certain, but it at least offers something.
I'm just also bitter towards FATE (as I dislike it in table top settings as well and consider many other systems to be better) and in all encounters on MU have found it utterly lackluster.
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Some players have a problem giving their own or other players creations the same authority as that of staff, even if the same level of record keeping is used (either none, or strong documentation). This is a weakness that will affect FATE and Powered by the Apocalypse games online.
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@Misadventure said in Adapting FATE for MU*s:
Some players have a problem giving their own or other players creations the same authority as that of staff, even if the same level of record keeping is used (either none, or strong documentation). This is a weakness that will affect FATE and Powered by the Apocalypse games online.
This right here. Sadly it seems its bleeding out of most Mu*'s, including the MUSH where it was far more common. Comic book venues that stay diceless are still a draw, using age old concepts like take turns winning and losing, work without needing hard rules, but outside the few remaining 'accepted' locations for same authority to other players vs staff (and vice versa, staff trust to players) it seems its a dying concept. I'm oddly curious, since most games have moved to clamp down status on this, including removing building rights and quotas, has led to less interest in coding in general too?
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@Lotherio said in Adapting FATE for MU*s:
Sadly it seems its bleeding out of most Mu*'s, including the MUSH where it was far more common.
In games where the players are allowed to, or even pretty much required to, come up with story details and complications, NPCs etc, you run into a sort of creation fatigue. I've seen it with Stunting type things (Exalted, Weapons of the Gods, etc), with fact assertion (FATE, Adventure!), and plain ole come up with something (Powered by the Apocalypse, Star Wars FFG).
Players get tired of making up stuff. There are those few who either love it, or are just facile with it.
It's a shame, as distributed work is way better online.
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@bladesurfer said in Adapting FATE for MU*s:
Lost Dominion and Tenebrous Isles are two MUSHes that are using FATE.
How is Lost Dominion? It is one of those games I realyl want to check out but can never carve out the time to actually do that?
As far Fate on a mush I think the fate point economy would be the hardest to deal with. Like in the other point based thread I would fear players gaining them in unimportant scenes and that spending them all to dominate the plots.
Stunts and aspects don't bother me a whole lot I mean yes staff has to set a consistent tone and power level for them but as long as that desired level is communicated clearly I see it no different than wrangling cast on the fly mage magic and the MU world has been able to function with that for 20+ years. -
@thatguythere Lost Dominion has some neat rules and adaptations, but due to playtimes I was never able to get into any RP there. The staff are friendly and the rules are rather nifty. I don't agree with all of them, but it's pretty cool.