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| - | ====== Principals ====== | ||
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| - | There are three guiding principals of the Fate System. | ||
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| - | ===== The Golden Rule ===== | ||
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| - | **Decide what you're trying to accomplish first, then consult the rules to help you do it.** | ||
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| - | This might seem like common sense, but we call it out because the order is important. In other words, don’t look at the rules as a straightjacket or a hard limit on an action. Instead, use them as a variety of potential tools to model whatever you’re trying to do. Your intent, whatever it is, always takes precedence over the mechanics. | ||
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| - | Most of the time, the very definition of an action makes this easy - any time your intent is to harm someone, you know that's an attack. Any time you're trying to avoid harm, you know that’s a defense. | ||
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| - | But sometimes, you're going to get into situations where it’s not immediately clear what type of action is the most appropriate. As a GM, don't respond to these situations by forbidding the action. Instead, try to nail down a specific intent, in order to point more clearly to one (or more) of the basic game actions. | ||
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| - | ===== The Silver Rule ===== | ||
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| - | **Never let the rules get in the way of what makes narrative sense.** | ||
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| - | If you or the players narrate something in the game and it makes sense to apply a certain rule outside of the normal circumstances where you would do so, go ahead and do it. | ||
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| - | The most common example of this has to do with [[damage#consequences]]. The rules say that by default, a consequence is something a player chooses to take after getting hit by an attack in a conflict. | ||
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| - | But say you're in a scene where a player decides that, as part of trying to intimidate his way past someone, his PC is going to punch through a glasstop table with a bare fist. | ||
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| - | Everyone likes the idea and thinks it's cool, so no one's interested in whether or not the PC actually pulls it off. However, everyone agrees that it also makes sense that the PC would injure his hand in the process (which is part of what makes it intimidating). | ||
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| - | It’s totally fine to assign a mild consequence of Glass in My Hand in that case, because it fits with the narration, even though there’s no conflict and nothing technically attacked the PC. | ||
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| - | As with the Golden Rule, make sure everyone's on the same page before you do stuff like this. | ||
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| - | ===== The Bronze Rule ===== | ||
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| - | **You can treat anything in the game world like it’s a character.** | ||
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| - | This was once called the Fate Fractal system. It allows for the creation of any major scene, event, obstacle, or anything else to be turned from a simple descriptive [[aspects|aspect]] into a [[character]]. | ||
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| - | When does this happen? When it makes narrative sense for it to happen. | ||
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| - | As an example during a conflict someone knocks over a lamp on the floor, which puts the aspect //On Fire// on the zone. In following exchanges that aspect is invoked twice, so the GM decides that it has become important to the story. The GM creates the following character: //Building Fire//, Fire(+2). As a character the fire gets an action during the exchange and can no attack other things in the area. This fire has not become a danger to everyone in the conflict. | ||
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| - | {{tag>fate rules}} | ||
