Fate SRD

Feb 26, 2013 Random Fate Thought of the day’Ficti...

- February 26, 2013 at 2:09 PM -0500 - Updated: February 26, 2013 at 2:09 PM -0500
Random Fate Thought of the day:

"Fiction, not Physics".  I find myself quoting this a lot, and it's really become key to how I understand Fate.  When I first heard it, I assumed it meant "we're not concerned with realism, here!"  And that's part of it, but certainly not the whole thing, and probably not even the most important thing (after all, you can have realistic fiction).

What I've come to understand this phrase as meaning is that Fate sets out to model how stories flow in actual story media - movies, novels, etc.

Here's an example:  Let's say that our spy hero needs to get past a door, guarded by a couple of mooks in a movie.  We see him slip into the shadows where the mooks can't see him.  He then climbs into the pipes above the guards, and once above them drops down, taking them both out with his weight.  He hauls the guards off behind some boxes and proceeds...

Okay, so in a more traditional RPG, this would be a stealth roll, probably some more notice checks, probably a roll to get up on the pipes, and then an attack roll with some bonuses.

Now, sure, you could do something similar with Fate, after all it does have elements like skill rolls and whatnot.  But, really, it's better to map actions to periods of "camera time", just like in the movie.  So in the first shot of the scene, we see our spy slip into the shadows... That's a Create Advantage roll, opposed by the mooks' Notice.

Then, our hero climbs up on the pipes.  Again, this is Create Advantage, but against a static difficulty this time (the danger of failing is more from the inherent danger, and less from being noticed - we've already established that our character is out of view.)

With these aspects now in place (the scene is now ABOUT our hero being "In the Shadows" and "On the Pipes Above the Door"), and our free tags on them, it's a pretty easy Fighting roll to do enough stress to knock out the two mooks.

Concessions:  Concessions are one of my favorite examples of this, since they, more than anything else, model fiction.  Otherwise, why would losing make you, in a way, stronger?

But think of it.  The second act of many movies involves our hero getting beat up, thrown around, and then coming back in the third act to stomp the living tar out of the bad guys.  And that's what concessions enable.

Heck, if you put it in game terms, all of The Empire Strikes Back was the players colluding to grant every concession they could for a couple of sessions, to give them an absolute hoard of fate points to use to crush the Empire!  I'm convinced that the Ewoks being effective at all was simply a matter of Han and Leia's players dumping fate points into the "Useless (?) Ewoks" scene aspect...

Star Wars gives me lots of examples of Fate Mechanics at play in fiction, which gives me a lot of ideas on how to use them in games.  Han's on the run from the Imperials, and has flowin into an asteroid belt.  The opposition is overwhelming, and he knows he can't win in a straight up fight, and it's a matter of time before he's worn down.

Han:  "Hey, I'm a smuggler.  I want to find an asteroid with a big cave or something I can hide inside."
George:  "Sure, give me a Pilot roll."
Han:  "Awesome, Succeed With Style!  Let's say there's an asteroid with a big, deep cave in it."
George:  "Okay, but you'll have to roll a Piloting roll to make it in without damage - of course, so will the bad guys."
Han:  "No problem!  I make it in fine."
George:  "So do the two TIE Fighters following you."
Han:  "Not so fast!  I'm burning my tag on 'Deep Cave' to drop their roll... and they're 0 point mooks, right?"
George:  "Yup, the TIE Fighters crash into the cave wall.  You're safe - for now.  You hear bombs going off above as the Imperials try to find your location."  gets a gleam in his eye and holds up a Fate Point.  "Hey, Han, don't you Have a Bad Feeling About This?
Han: "Now that you mention it, I sure do!"  takes the fate point
George:  "You've landed in the cave and are resting for a moment, when something hits your front viewscreen.  Some kind of creature..."
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- February 26, 2013 at 2:30 PM -0500
This.
- February 26, 2013 at 3:03 PM -0500
Yep.
- February 26, 2013 at 3:25 PM -0500
What do you mean by "burning your free tag on deep cave to lower their roll"? You mean apply a -2 to their total? I've seen that in Strands of Fate, but is that also in Fate Core?
- February 26, 2013 at 3:28 PM -0500
Well, if you want to get into it, you could probably say that it was a zone boundary, and you're using your tag to increase the difficulty of that zone boundary.

At any rate, it's probably the least important bit of the example :)
- February 26, 2013 at 3:30 PM -0500
It was just a rules question. I didn't understand what he meant mechanically.
- February 26, 2013 at 3:32 PM -0500
Yeah, I was a bit loose with the rules there ...
- February 26, 2013 at 3:44 PM -0500
Additional thought for the day: maybe it's that Evil Hat Fate is strongly focused on fiction over physics, but not necessarily all versions of Fate.

The vast majority of my at-the-table experience with Fate is with Cubicle 7 Fate (Legends of Anglerre and Starblazer Adventures) and it plays very much like a traditional game in terms of fiction/physics.

Coming to Fate Core from that, Fate Core feels especially focused on the fiction side.
- February 26, 2013 at 4:04 PM -0500
Possibly.  I think I even see a more... 'conscious' focus on fiction over physics in Fate Core than in Evil Hat's Fate 3.0 games, much less the branches off of the mainline like the Cubicle 7 stuff.  (Note:  I don't consider calling those 'branches' a bad thing, any more than calling Fate a 'branch' of Fudge is a bad thing).
- February 26, 2013 at 4:19 PM -0500
Yeah, we've made moves towards a stronger fiction-not-physics orientation with Core. Whenever we've felt less comfortable with a third party product, it's usually been because there hasn't been the kind of attention put towards the priorities of fiction that we think needs to happen as a first step in any build of Fate. You can get lost in the system configuration and the reality simulation elements if you don't go forward with a fiction first mentality.

This, interestingly, is part of why I think Diaspora really works as a third-party Fate build. They're doing hard SF in Diaspora -- but they're doing it by focusing first on hard SF as fiction. Physics shapes such fiction for sure, but that's not quite the same thing when it comes down to it. Diaspora succeeds at creating a hard SF game because it focuses on creating the feeling of hard SF stories. (IMO. +Brad Murray should feel free to disagree!)
- February 26, 2013 at 4:36 PM -0500
I couldn't possibly disagree. All of the "physics simulation" elements in Diaspora are there with careful thought -- they are there only to provide genre (not hard sf, btw -- I'll leave it as an exercise for the reader to determine the genre) emulation features. You could discard them without essentially changing the game.

From the get-go the project of Diaspora was to convert a physics-simulating game to the nugget of truth we found in Spirit of the Century, and that's fiction-simulation. In that sense, what we were really trying to build is a Fate Core from SotC that had our paint job on it as a setting.

So everything you say is profoundly flattering. I'd be a fool to disagree.

+C. W. Marshall, +Byron Kerr, and Tim (not on G+!) might disagree, but I doubt it.
- February 26, 2013 at 5:11 PM -0500
I need to read over this again. Lots of good info.
- February 26, 2013 at 5:12 PM -0500
I love seeing someone new to Fate key into the idea narrative logic vs. physical logic. The penny drops!
- February 26, 2013 at 5:22 PM -0500 - Updated: February 26, 2013 at 5:23 PM -0500
Thanks, +Mike Olson  .  I know I'm just getting through the paradigm shift, and that's why I'm posting a lot of this stuff - to help others through that crazy "okay, why are things the way they are?" phase.  I know I had to rethink a lot of key assumptions built on years of gaming!
- February 26, 2013 at 5:24 PM -0500
You and me both, brother. Before my first game of SotC, my go-to game was Hero System (which I still love). The appeal of Fate was immediate, but the nuances gradually sunk in over the course of a few years. And still are!
- February 26, 2013 at 5:35 PM -0500
+Jonathan Henry and I were just talking about this, both being new to FATE. On the surface, FATE seems like a simple, narrative game. However, as we look deeper into it, there are these nuances, complications hidden within the folds, and so on.
- February 26, 2013 at 5:39 PM -0500
Actually, I think it is a pretty simple game.  The trick is that it's built on a lot of assumptions and first principles that are utterly foreign to the vast majority of games.

Getting to think in that mode is what seems to be causing me the biggest curve, forgetting fundamental assumptions of "what does a turn mean" and the like.  When you can learn to forget that and approach it with a "beginner's mind", a lot of the complexity (which in many cases is caused by trying to fit Fate's round peg into the square hole of traditional games) sips away.
- February 26, 2013 at 5:40 PM -0500
+Robert Hanz I do really like how you explained this, but would actually enjoy it if you could possibly describe it more. You're using advantages more than I realized they should be. And, tags? I thought they got rid of these, no? I'd almost like to see the first example laid out with the rolls and mechanics rather than just the terminology, if I'm not asking too, too much.
- February 26, 2013 at 5:43 PM -0500
tag as a term is gone, but 'free invoke' means the same thing.
- February 26, 2013 at 5:46 PM -0500
(Still privately campaigning for "freebie.")
- February 26, 2013 at 5:50 PM -0500
+Cameron Corniuk :  I'll see if I can work something up.  May be a bit later today, though.

And yeah, I still use tag on occasion.  Bad me :)
- February 26, 2013 at 6:25 PM -0500
My habit (bad, maybe, whatever) is to use "tag" as a catch-all for "use an aspect in some way". Just a heads-up.
- February 26, 2013 at 8:29 PM -0500
+Fred Hicks * +Robert Hanz I thought it was the same, but it's the first time I've gotten so in depth with the system, who knows what else I'm confused on.