I think if Libraries had private rooms and some of these books, then people could have a place to do role play and also check these out before buying them, or just borrow them if they're not able to buy gobs of books.
I've been looking for people local to RP with for YEARS... and here's a library 45 minutes away that explains how to play the RPG system I'm most interested in. \o/
One of the best explanations of this game system I've seen on RUclips. I'm thinking about running it with my current group and I'm a newbie so this helps!
As somebody who understands the Fate system inside and out, there were plenty of parts where I clenched up and thought "wrong" or "that's not exactly how that works". BUT, I love that there is a public library putting this info out there. I love that somewhere there's a table playing Fate instead of a "traditional" RPG, flexing their creativity beyond the limits of simply Lizards and Lairs. I love that this was worth someone's time to record. ...Lose one star for continuing to call the GM/Referee/Etc a "Dungeon Master". That's their word.
Fate truly allows you to play and run anything you can think up. The amazing thing is that you don't need to come up with new rules to cover every situation.
What a great video! I don't know where Campbell county is. but clearly they have one of the best libraries ever. Thank you for putting this up, love from New York!
Nice summery, I received a FATE condensed booklet for Christmas. This video helps. Just need to watch some live play before pitching it to my regular 5e group.
I've read all the Fate Core rulebooks and dozens of Worlds booklets, and played it for years. Fate Core has problems: It's innumerate, low math. For example: no falling-damage rules but apparently how much a character is hurt depends on dramatic needs rather than the raw laws of physics in relation to height fallen, with a limit due to terminal velocity. Fate Core is also a cushion for the emotions, geared for people ill-prepared to accept that sometimes their characters will have bad breaks, or even die. If you are close to running out of Consequence slots, you can Concede and somehow the universe keeps your character alive! Then the GM rewards your ineptitude into getting your character into such a bad situation, by giving you extra Fate Points so the character can spring up fighting in the next scene. It's a "Fate Point Economy" of rhythmic cinematic ups and downs in regular dramatic "beats" like a TV show, which does not happen that way in "real life". Also the benefits and drawbacks aren't scaled. Players state their intentions, and the character's action is interpreted under one of the four Actions of Fate, fine. But absolutely every Aspect is +2 or re-roll, every Stunt is +2. There's no tactical finesse, or daring to say that this factor is significantly more important than that factor. Other RPGs may have a thought-out table of different-sized modifiers rather than a blanket chunky one-size-fits-all. Now there is some effort by the GM not to allow a "weaksauce" Compel, and make sure Aspects really are grand enough to be worth a +2, but tactical finesse in Fate, the marshalling to stack odds in your favour, is so chunky as to be meaningless.
Being "low math" is not inherently a problem. It depends on what you want out of an RPG. Or, even more fundamentally, what you think an RPG *is*. Is the goal of an RPG to simulate a world? Or is the goal to facilitate storytelling? Surely most systems do both, but in different proportions. Looking at the rules, it is clear that FATE is not trying to be a simulation. If you look to FATE as a simulation, you will likely have a bad time. This seems to be what happened to you, and I feel for you. It sucks to have a system not live up to your expectations. But make no mistake, FATE is not about simulating a realistic world. It is a tool for people who want to tell a good story. The mechanics of FATE aren't "world mechanics" at all. They're "story mechanics." That's why there aren't things like "hit points." Hit points are a representation of something in the world. Namely, a character's physical condition and how close they are to death. FATE doesn't care about that. FATE has stress. Stress is less about the exact condition of the character, and more about how their condition *feels*. And for a group of friends who are already imaginative, and just want a medium through which to express themselves, the feeling is more important than the numbers. And I think this is the key difference. Games like D&D and Pathfinder provide loads of hard information, so in a sense, the game tells the story and the DM mediates between the players and the system while adding their narrative on top. In FATE, the players tell the story, and the game system provides just enough soft information to keep play going. These things that seem like disadvantages are really optimizations for people who have different priorities.
I agree with J B. Fate Core is one hundred percent one of those systems that is designed to leave behind super detailed mechanics and realistic, life simulating game characteristics for the express purpose of emphasizing a collaborative story. Not to say it isn’t without its faults.
I think it is cool that this came from a public library.
I think if Libraries had private rooms and some of these books, then people could have a place to do role play and also check these out before buying them, or just borrow them if they're not able to buy gobs of books.
I've been looking for people local to RP with for YEARS... and here's a library 45 minutes away that explains how to play the RPG system I'm most interested in. \o/
One of the best explanations of this game system I've seen on RUclips. I'm thinking about running it with my current group and I'm a newbie so this helps!
Glad it was helpful!
This has to be the coolest library ever!
As somebody who understands the Fate system inside and out, there were plenty of parts where I clenched up and thought "wrong" or "that's not exactly how that works". BUT, I love that there is a public library putting this info out there. I love that somewhere there's a table playing Fate instead of a "traditional" RPG, flexing their creativity beyond the limits of simply Lizards and Lairs. I love that this was worth someone's time to record. ...Lose one star for continuing to call the GM/Referee/Etc a "Dungeon Master". That's their word.
Thank you Clara for going over FATE! That was easy to understand and thorough.
Fate truly allows you to play and run anything you can think up. The amazing thing is that you don't need to come up with new rules to cover every situation.
What a great video! I don't know where Campbell county is. but clearly they have one of the best libraries ever. Thank you for putting this up, love from New York!
This is so helpful, I've already sent it to a friend I'm introducing to the game.
Thank you very much for making and sharing it!
Nice summery, I received a FATE condensed booklet for Christmas. This video helps. Just need to watch some live play before pitching it to my regular 5e group.
This just popped up in my suggestions. I'm very impressed. One of the many reasons I love Libraries!
Outstanding explanation!
A++
Good video. Solid explanation. Libraries are great.
I'd love to redo this video using some OBS Studio or Kdenlive magic to show both the speaker and the sheets.
Can you please do a similar video for the FATE Condensed variation? I would love to see your explanation and have it to share with my group 😊.
I love this video! Ya'll are great! Much love to my neighbors in the north east (from me, not geographically speaking)
That was really helpful!
Good video.
Thx! Good vid, but that char-sheet blocking the presenter was a very bad idea =)
I've read all the Fate Core rulebooks and dozens of Worlds booklets, and played it for years. Fate Core has problems: It's innumerate, low math. For example: no falling-damage rules but apparently how much a character is hurt depends on dramatic needs rather than the raw laws of physics in relation to height fallen, with a limit due to terminal velocity.
Fate Core is also a cushion for the emotions, geared for people ill-prepared to accept that sometimes their characters will have bad breaks, or even die. If you are close to running out of Consequence slots, you can Concede and somehow the universe keeps your character alive! Then the GM rewards your ineptitude into getting your character into such a bad situation, by giving you extra Fate Points so the character can spring up fighting in the next scene. It's a "Fate Point Economy" of rhythmic cinematic ups and downs in regular dramatic "beats" like a TV show, which does not happen that way in "real life".
Also the benefits and drawbacks aren't scaled. Players state their intentions, and the character's action is interpreted under one of the four Actions of Fate, fine. But absolutely every Aspect is +2 or re-roll, every Stunt is +2. There's no tactical finesse, or daring to say that this factor is significantly more important than that factor. Other RPGs may have a thought-out table of different-sized modifiers rather than a blanket chunky one-size-fits-all. Now there is some effort by the GM not to allow a "weaksauce" Compel, and make sure Aspects really are grand enough to be worth a +2, but tactical finesse in Fate, the marshalling to stack odds in your favour, is so chunky as to be meaningless.
Being "low math" is not inherently a problem. It depends on what you want out of an RPG. Or, even more fundamentally, what you think an RPG *is*. Is the goal of an RPG to simulate a world? Or is the goal to facilitate storytelling? Surely most systems do both, but in different proportions.
Looking at the rules, it is clear that FATE is not trying to be a simulation. If you look to FATE as a simulation, you will likely have a bad time. This seems to be what happened to you, and I feel for you. It sucks to have a system not live up to your expectations.
But make no mistake, FATE is not about simulating a realistic world. It is a tool for people who want to tell a good story. The mechanics of FATE aren't "world mechanics" at all. They're "story mechanics." That's why there aren't things like "hit points." Hit points are a representation of something in the world. Namely, a character's physical condition and how close they are to death.
FATE doesn't care about that. FATE has stress. Stress is less about the exact condition of the character, and more about how their condition *feels*. And for a group of friends who are already imaginative, and just want a medium through which to express themselves, the feeling is more important than the numbers.
And I think this is the key difference. Games like D&D and Pathfinder provide loads of hard information, so in a sense, the game tells the story and the DM mediates between the players and the system while adding their narrative on top. In FATE, the players tell the story, and the game system provides just enough soft information to keep play going. These things that seem like disadvantages are really optimizations for people who have different priorities.
I agree with J B. Fate Core is one hundred percent one of those systems that is designed to leave behind super detailed mechanics and realistic, life simulating game characteristics for the express purpose of emphasizing a collaborative story. Not to say it isn’t without its faults.