@faraday said in Adapting FATE for MU*s:
@Thenomain said in Adapting FATE for MU*s:
I think the takeaway here is that the more a game system is geared toward storytelling, the harder it will be to adapt to Mu*.
That seems like a particularly ironic statement for a hobby build around storytelling
Except that it's not a hobby built around storytelling. It's built upon minis-based war-games and Colossal Cave Adventure. We've brought storytelling to it because there were people interested in the medium but not the proto-MMO nature of Muds. I'd say that the modern day Mush came from the Socials of the early- to mid-90s.
Even high-tactical RPGs like D&D have pains converting to to the medium of Mu*, so...no, not ironic. I mean, it was worth a grin, but I'm going to kindly say: Yeah, no.
I would say it's more about subjectivity than storytelling, but they're definitely related. The more subjective a system is, the harder it's going to be to achieve consensus and balance among strangers.
Okay. We're talking about the same things in different terms.
Example: FS3 is also geared toward storytelling. It gets criticized because chargen is subject to the whims of the approval staff and can be min-maxed.
WoD has similar problems, at different points. And they are drops in the water compared to the collaboration issues inherent in more storytelling-heavy games like Fate, which is what the OP is asking about.