- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
Given that SE had to scrap its predecessor and start basically from scratch (at least as gameplay is concerned), I think that what was said for Rome 2 Total War also applies here.I'm not entirely sure if this is controversial seeing as how MMO talk here seems to be centered around WoW, which is fair since WoW is easily the biggest MMO, but regardless.
I think FFXIV is easily the best MMO I've ever played, and it's the only one that's ever actually kept me subscribed for a good period of time rather than either sticking with the free stuff or just using a 30 day trial or something else like that. In terms of gameplay, design, story, characters etc. it blows the competition out of the water.
Eh, WoW and FFXIV do different things well. FFXIV has way more interesting raids, WoW has better dungeons, dailies, and communities. The stories and characters tend to be so mediocre in all MMOs that it doesn't really matter much.I'm not entirely sure if this is controversial seeing as how MMO talk here seems to be centered around WoW, which is fair since WoW is easily the biggest MMO, but regardless.
I think FFXIV is easily the best MMO I've ever played, and it's the only one that's ever actually kept me subscribed for a good period of time rather than either sticking with the free stuff or just using a 30 day trial or something else like that. In terms of gameplay, design, story, characters etc. it blows the competition out of the water.
However, the idea of crippling one side to have competition never feel good to me; you just end up feeling extremely unsatisfying for one group and then they all quit
I recently found out Fortnite supports crossplay with all its platforms to the point that it matches PC players with mobile players and that is just about the most absurdly unequal input finesse gulf conceivable. Like holy shit what are you doing with that.So we should make a game less enjoyable by way of fucking over the controls in order to "balance" cross-platform multiplayer? Yeah no, that's a good way to not have multiplayer at all.
I saw a video on twitter of a player on PC just.... sidestepping all except one of a mobile player's shot(which to be fair was a head shot) and it was hillarious how useless the mobile player was.I recently found out Fortnite supports crossplay with all its platforms to the point that it matches PC players with mobile players and that is just about the most absurdly unequal input finesse gulf conceivable. Like holy shit what are you doing with that.
Holy shit what? I'm honestly not sure whether I should laugh or just stare blankly in disbelief.I recently found out Fortnite supports crossplay with all its platforms to the point that it matches PC players with mobile players
ALL PLATFORMS ARE EQUALHoly shit what? I'm honestly not sure whether I should laugh or just stare blankly in disbelief.
Is being unable to tell why restricted to compels, to some subset of compels, or for all dislikes against all parts of the system? (In fact, I've encountered statements amounting to hate of the system around here before, but search terms involved make it hard to dig them back up.)I really, really can't stand FATE. It is a good system, but I just subjectively can't stand it.
Especially the compels system. It's one of the biggest points of it that completely infuriates me. And I can't even tell you why, it just does.
Mostly to compels. I can say that I dislike FATE in general for being too open ended for my tastes, putting way too much narrative weight on the players and basically being, in my personal opinion, redundant at that point, since you might as well just not use a system in general and write things down normally.Is being unable to tell why restricted to compels, to some subset of compels, or for all dislikes against all parts of the system? (In fact, I've encountered statements amounting to hate of the system around here before, but search terms involved make it hard to dig them back up.)
Mostly to compels. I can say that I dislike FATE in general for being too open ended for my tastes, putting way too much narrative weight on the players and basically being, in my personal opinion, redundant at that point, since you might as well just not use a system in general and write things down normally.
Compels though... I can't explain why, but they just annoy me. It might be something to do with the "too much narrative weight on the players" bit, in that I tend to care for the characters more than for the story, and so would just end up rejecting every single compel if I ended up playing FATE. Which is why I prefer the danger part to be taken out of the player's hands beyond what's reasonable in-universe.
Something like this maybe? Honestly not sure about the reasons, only that I can't stand Compels.
From what I remember from reading FATE, Compel is basically "You accept or cause a dramatic action failure to gain a resource". I would prefer that bit to be taken out of my direct hands, because I am all too aware that I care about the characters more than I care about the dramatic value of a story.
From what I remember from reading FATE, Compel is basically "You accept a dramatic action failure to gain a resource". I would prefer that bit to be taken out of my direct hands, because I am all too aware that I care about the characters more than I care about the dramatic value of a story.
FATE is entirely YMMV depending on the type of fun that typically draws you to RPGs. If you want a power fantasy, it's easy to see how compels rub you the wrong way since they very much are a mechanic that encourages you to surrender control for the sake of interesting twists.
See, this is why I say that I can't explain my dislike for them properly. You rebuffed my argument with factual info, and yet I still can't help but dislike them, even with knowing the correct way they work. Something just... Irks me about FATE that I can't coherently explain.That's not what Compels are?
An example of a Compel is, say you're Harry Potter.
One of your Aspects is, "Has a 'Saving People' thing." Then when faced with a chance to save people and be a hero, the GM goes, "I compel this Aspect" and then you choose whether to play along and gain resources, or whether to resist it. If you're always acting in ways that fit the character, then you're basically being paid to roleplay properly.
(Similarly, if you have a Trouble of, "Owes money to the Mob" then a compel might be a mob-enforcer knocking on your door. But since you're the one who chose the trouble, if you didn't want it... then don't pick that particular Trouble.)
It has nothing to do with dramatic failures.
Less "I want a power fantasy" and more "I know I won't be able to resist a power fantasy".FATE is entirely YMMV depending on the type of fun that typically draws you to RPGs. If you want a power fantasy, it's easy to see how compels rub you the wrong way since they very much are a mechanic that encourages you to surrender control for the sake of interesting twists. They're a good way to incentive players against always playing it safe and smart, which is boring.
Not wanting players to have narrative control is a clear reason for the dislike. So is the general dislike of open-endedness.Mostly to compels. I can say that I dislike FATE in general for being too open ended for my tastes, putting way too much narrative weight on the players and basically being, in my personal opinion, redundant at that point, since you might as well just not use a system in general and write things down normally.
Compels though... I can't explain why, but they just annoy me. It might be something to do with the "too much narrative weight on the players" bit, in that I tend to care for the characters more than for the story, and so would just end up rejecting every single compel if I ended up playing FATE. Which is why I prefer the danger part to be taken out of the players hands beyond what's reasonable in-universe.
Something like this maybe? Honestly not sure about the reasons, only that I can't stand Compels.
That's an extremely minimalistic reading of what Compels do. I would say it's more accurate to say that Compels are about dramatic complications, whether or not they're failures, that arise from some properties of the character or of the situation. E.g. being a rude brute is a property of a character that can result in other characters being annoyed. Being in an empire with constant patrols on the street can result in any street crime being interrupted by the city watch at any moment (so now you need to stay sneaky even though nobody's at home). Being charitable may mean that now you'll listen to a request for aid from a stranger today.From what I remember from reading FATE, Compel is basically "You accept or cause a dramatic action failure to gain a resource". I would prefer that bit to be taken out of my direct hands, because I am all too aware that I care about the characters more than I care about the dramatic value of a story.
Random complaint: then why do people constantly have to explain compels as basically "the GM tells you that if you trip here and miss the helicopter, you'll get a benny"? I've literally (and I mean it) never seen them described otherwise outside of you two people. And the rules, but the whole problem with them is that they require explaining of how to use them properly.Not wanting players to have narrative control is a clear reason for the dislike. So is the general dislike of open-endedness.
OTOH, the system isn't 'fully redundant' because it regulates how and how much the players can influence the narrative.
That's an extremely minimalistic reading of what Compels do. I would say it's more accurate to say that Compels are about dramatic complications, whether or not they're failures, that arise from some properties of the character or of the situation. E.g. being a rude brute is a property of a character that can result in other characters being annoyed. Being in an empire with constant patrols on the street can result in any street crime being interrupted by the city watch at any moment. Being charitable may mean that now you'll listen to a request for aid from a stranger today.
That's true, but it's noted that a lot of Compels are based on things you choose? If you put, "Loves Solving Mysteries" or something on your character sheet as an Aspect, then you really shouldn't be surprised when the GM goes, "Guess what, gang, here's a mystery!"
Edit: I'm not disagreeing really, just pointing out how there's some power in what sorts of twists you're surrendering to.
Random complaint: then why do people constantly have to explain compels as basically "the GM tells you that if you trip here and miss the helicopter, you'll get a benny"? I've literally (and I mean it) never seen them described otherwise outside of you two people. And the rules, but the whole problem with them is that they require explaining of how to use them properly.
Random complaint: then why do people constantly have to explain compels as basically "the GM tells you that if you trip here and miss the helicopter, you'll get a benny"? I've literally never seen them described otherwise outside of you two people. And the rules, but the whole problem with them is that they require explaining of how to use them properly.
What I mean is you might pick that aspect because you like the idea of a detective character, but when the GM pops that on you in an inconvenient moment it moves you away from playing the safe boring Uber-Rationalist who makes decisions based on what the player wants and actually puts you in line with your character.
No idea, but that was the common way to explain compels on rpg.netI don't know? Because that's a pretty weird example. Unless you have an Aspect of, "Really, Really Clumsy" but then... if you do, then why did you take it in a game where you're apparently running for a helicopter? (You both determine the kind of game you want to have, and react to the kind of game the GM has said he's going to run) by your Aspects.
No idea, but that was the common way to explain compels on rpg.net
Probably why so many people still can't understand the bloody thing even with all the explanations.
All those movie detective characters who literally can't go on vacation without finding a mystery to solve?
FATE Players who always say yes to a good Compel.