Fate SRD

Jun 30, 2015 Fate Core Thought of the Day Fate Doe...

- June 30, 2015 at 11:08 PM -0400 - Updated: June 30, 2015 at 11:08 PM -0400
Fate Core Thought of the Day:  Fate Doesn't Model Characters

It reflects them.

One of the things that comes up with Fate frequently is that it's less of a set of Lego blocks and more of a 3d printer.  But, um, what does that mean?

Well, it means that the process and intent of building a character in Fate is a very different thing than it is in a great many games.

So, let's use Zatoichi, the blind swordsman, as an example.  If I were playing something like GURPS, I'd start by picking his attributes.  Then I'd probably give him the Blind Disadvantage.  But he'd need the Blind Fighting advantage, otherwise he wouldn't be able to fight.  Then I'd have to buy some skills.

In other words, I'd have to figure out all of the little component parts that make him work, and how they compensate for each other.  I then take all those blocks and put them together into something more-or-less Zatoichi shaped.

Fate's different.  In Fate, I think about "Zatoichi".  I go "huh, he's pretty good at fighting."  So I give him a +4 Fight skill.  And I think "well, he's blind, and a swordsman.  That's kind of exactly who he is."  So I give him the High Concept of "Blind Swordsman."

And, that's it.  I don't have to worry about him having special techniques that allow him to fight blind.  It's not necessary.  I don't have to worry about how these things fit together.  I don't have to justify my choices to Fate.

I simply imagine the character, and then write down on my character sheet what the character is.

This is reflected in character creation!  In many games, you start with figuring out your attributes, and then you figure out your skills, your advantages, your disadvantages, your feats, your classes, whatever.  And at the end of the day, you have a character that you can put together into some kind of whole.

Not Fate.

In Fate, you started with the phases - which tell you who your character is.  So by the time you pick skills (much less stunts), you've already got a good idea of who this person is, and what they're all about.

So what you're writing down doesn't define the character - you've already done that.  And it doesn't model the character.  But what it does do is reflect the character that you've already got in mind.



And I think that's pretty awesome.

Some people like "modeling" though, and they might think it's less awesome.  Certainly D&D 3.x kind of selected for people that like that kind of modeling.  And that's probably why so many people are fans of modes and two-column stuff and whatnot.

I also think it's something of a stumbling block for many people new to Fate, who assume that everything must be on the character sheet.  It doesn't need to be.  It's perfectly real just imagining it.  Just write down the end result.  "Zatoichi - great fighter".  That's all that's required.

But, really, I think that allowing this type of 'reflective' character creation is pretty awesome, and a huge strength of the system.
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- June 30, 2015 at 11:11 PM -0400
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- June 30, 2015 at 11:48 PM -0400
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- July 01, 2015 at 12:13 AM -0400
This is something I should share with my players before we run Fate again.
- July 01, 2015 at 12:31 AM -0400
Indeed.  I might say that fate doesn't model characters because it simply accepts characters.  The process of modeling is one of trying to use a finite and arbitrary set of mechanics to replicate in that mechanical system the fictionally defined capacities of the character.  Fate allows those fictionally defined capacities directly into its mechanics, thus no modelling is necessary.
- July 01, 2015 at 12:48 AM -0400
Love this assessment and couldn't agree more. The concept and power really hit home to me the night a player in a one shot wanted to be a dragon casino owner AND IT DIDNT UNBALANCE THE GAME or take hours of stat building and haggling.
- July 01, 2015 at 1:43 AM -0400
Excellent summary.  I will have to share it with my group.
- July 01, 2015 at 4:24 AM -0400
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- July 01, 2015 at 4:44 AM -0400
Very well put, as usual. One thing I also love about how the system works is that it can easily adopt for different variations on the same character. In other games, you would always build the same character. In Fate you would build the Blind Swordsman with +4 fight if you decide to go for a combat heavy game. But if you decided you'd want to play a politics/tactics heavy game, you can just create a different representation of the same character, this time focused on social skills, and you are good to go, without having to compromise the character in any way.

+Robin Duncan
"I might say that fate doesn't model characters because it simply accepts characters."
That's beautiful.
- July 01, 2015 at 6:35 AM -0400
+Robert Hanz Very insightful stuff. Thanks for sharing. Pretty much sums up one of the big reasons I love Fate. It's more broad-brushstrokes of colour that come alive through play than tiny pencil details.
- July 01, 2015 at 8:20 AM -0400
Great take!
- July 01, 2015 at 8:47 AM -0400
Well said! =)
- July 01, 2015 at 9:35 AM -0400
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- July 01, 2015 at 9:51 AM -0400
Well, sort of. Zottchi Fate needs a Fate chip to seem like Zottchi, right? Otherwise, he can still do things Zottchi can do but they have no narrative effect/impact. The aspect is "true" but not true in any way that's helpful to him at the table. Or is it (I don't get Fate so I'm sure I"m missing something).
- July 01, 2015 at 9:53 AM -0400
+Gary Furash No the aspect is true and permits or denies actions all the time, invokes just make it affect the numbers.  He's always blind, which mostly denies actions that rely on vision.  But he also has all the permissions of that and his other aspects, and can use his skills based on those permissions without needing to invoke anything.
- July 01, 2015 at 10:07 AM -0400 - Updated: July 01, 2015 at 10:07 AM -0400
+Robin Duncan how does his  swordsman aspect work in a scene where he doesn't have a Fate Chip? (example)
- July 01, 2015 at 10:12 AM -0400
My thought is: He carries a sword, knows how to use it, can create advantages on it to get free invokes, and can also take a compel for his blindness and have a fate point in short order so long as the narrative supports what is happening.
- July 01, 2015 at 10:22 AM -0400
+Gary Furash So, as I said, blind swordsman, on its own, doesn't offer a bunch of extraordinary permissions (a fully built character may have other aspects that do, I'm not actually familiar with this character).  But he can certainly use whatever his fight skill is for whatever he wants without a fate point.  He can invoke Blind Swordsman for a bonus, but doesn't have to, or he can take a compel when blindness is an issue.

The point is that the facts established by aspects are true, regardless of invokes.  The main fact from this aspect is blindness, but if he also has a high notice skill, for instance, or an aspect touching on extraordinary non-visual perception, that might mean he can make checks to notice things that others have no chance of noticing yet, like an assassin sneaking around rooms away, without needing an invoke.
- July 01, 2015 at 10:53 AM -0400
+Robin Duncan The point of +Robert Hanz post was about how it's really a shorthand for everything else that would be modeled. In a modeling-type system, the things are always true because they're always true (e.g., "dark sense.") without spending an in-game resource. 

Can you give a good example of a power-type aspect and what it allows in some situation that other characters couldn't do w/out a fate point/
- July 01, 2015 at 11:03 AM -0400
+Gary Furash
One of the easiest examples, I think, would be the difference between an elven archer and a battle wizard. Both would have Shoot at +4, they are good at killing people from far away. However, the skill means different things for each character. The elven archer is a master of bows. He can shoot them like no other. The wizard wouldn't even know which way to point it. However, the elven archer can not throw fireballs or lighting at people, something the wizard is very well versed in. Their aspects allow them to do something the other can't, even though they use the exact same skill.
Though when it comes to this, it's not really a fate point thing. The elven archer can't just spend a Fate point to be able to throw fireballs. It's just not something he does.

Another example could be that of a dwarf warrior and a human thief. The dwarf has a "dwarven nose", while the thief has "incredible luck". Now when it comes to the dwarf, he can easily identify the smallest irregularities when it comes to stone, minerals or metals. If there's a hidden door in the rocks, he knows it's there, period. The thief doesn't, but he might stumble and due to his "incredible luck", he crashes into the lever that opens the door.

Now it highly depends on how you set up this kind of thing. The dwarven nose in your setting might just allow a dwarf to make a roll where others can't, or it could be something like the above. It's highly dependent on group consensus, as are a lot of things in Fate.
- July 01, 2015 at 11:12 AM -0400
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- July 01, 2015 at 11:40 AM -0400
+Gary Furash I can pull a few examples from the 7th sea game I'm running at the moment.  One of my PCs has the aspect "I have sold my services in almost every port in Theah"  That means I don't ask him for a check to speak enough of most common languages to get by, or for basic information about various locations that other characters have no justification for even rolling a check to know.

Another character is "Heir to a Powerful Porte Bloodline"  Porte is a kind of teleportation magic in the setting.  That means a lot of things.  That player can make checks to have magical access to objects that they are not carrying.  They can offer concessions that involve them leaving the scene through a portal they open.  They have some stunts to back up the aspects, but there's a lot they can do without needing a stunt or a fate point.
- July 01, 2015 at 11:54 AM -0400
So, let's look at Zatoich.  He's the Blind Swordsman

So, this means he can do his normal stuff in the dark, no matter how dark it is.  I mean, he's blind, so it's always dark, right?  He can't be blinded by flashes of light, either.  Visual distractions will have no effect on him.

On the other hand, it means that if you give him a set of pictures, he absolutely can't pick out the suspect by himself.  Because he can't see the pictures.  If you give him a non-braille book, he can't read it.
- July 01, 2015 at 11:55 AM -0400
Your aspects are always affecting the game. Fate points just give you exceptional leverage on them in negotiating degree of success.
- July 01, 2015 at 11:57 AM -0400 - Updated: July 01, 2015 at 11:57 AM -0400
Fate Points can be seen, in many ways, as being analogous to camera "focusing".  Nanoc-the-IP-Friendly-Barbarian always has Rippling Barbarian Thews, but when he really needs to lift something heavy, the camera focuses in on him and do we ever see those thews ripple.

https://plus.google.com/+RobertHanz/posts/EDqaCxsjobL
- July 01, 2015 at 12:09 PM -0400 - Updated: July 01, 2015 at 12:13 PM -0400
Sometimes FAE characters make things clearer. Say you have one character who's a Burly Warrior, and another who's a Power-Tripping Magneto-Mage. They both have a Forceful approach of +3. The warrior can probably attempt to Forcefully overcome a locked, heavy wooden door—as can the mage, if it has metal fittings. But the mage can also attempt to Forcefully overcome a locked iron door, while the warrior can't. Both characters can't possible Forcefully overcome a locked stone door, but a Cave Troll with the same +3 Forceful rating can.
- July 01, 2015 at 12:48 PM -0400 - Updated: July 01, 2015 at 12:54 PM -0400
Now consider the three characters mentioned above trying to bust down that heavy wooden door (with metal fittings). For the Burly Warrior, the difficulty might be 3, because it tests the limits of natural human strength, and he is more likely to need to spend a Fate point or succeed at cost. But for the Power-Tripping Magneto-Mage some screws and bolts are easy-peasy, and the difficulty is only 1. The Cave Troll doesn't even need to roll, because his strength is narratively much greater than what is required to knock down a puny wooden door (even though his Forceful approach is at the same +3 as the others').
- July 01, 2015 at 6:50 PM -0400
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- July 02, 2015 at 6:11 PM -0400
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- July 03, 2015 at 9:32 AM -0400
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