If I answered that, I'd be doing what I dislike.
Saying what a game is about, in my experience, is generally a way to tell people who play differently that they're doing it wrong.
What attracted me to DFRPG is the excellent mechanical structure and the possibility of truly perfect balance through the use of Aspects.
Agreed, but I'd like to extend on this with my own thoughts. I suspect we might be in agreement on them, & they might be helpful with regards to some of the confusion on the "fate is not about story" & my belief that "story" is a poor choice of words.
I'm sure that at least a significant percentage of the folks here have at least heard of the [=http://en.wikipedia.org/wiki/Bartle_Testurl]Bartle test[/url] where players are divided into some mix of explorer, Socializer, Achiever, & Killer. It may have been originally designed toward splayers of MUD's & MMO's, but both of those are descendents of pen & paper RPG's making it still apply to different player playstyles. By using the word choice of "story", you somewhat imply that FATE should be slanted heavily towards some of those with some of the other playstyles being an odd fit when that is not the case.
To use a real world example, few would claim that a live radio broadcast of a sporting event is a "story", in the technical sense it both is & is not. With fate, you can have:
- A: A player rather far into the socializer slant that wants to roleplay & doesn't think anyone should bother with dice, maneuvers, aspects, etc because it "gets in the way of story." He gets annoyed when people inject nonsense like combat into his "story" & retreats into a portable hole when it starts if at all possible
- B: A player who wants to explore the world & doesn't give a fig about "story." Things like aspects/maneuvers/etc just get in the way of doing that. He too doesn't care about one of the other aspects & retreats into his portable hole/pokeball when that thing comes up in game
- C: A player who doesn't give a fig about A or B & just wants to kill shit & break things. Since this player is uninterested in the exploring/socializing aspects & has been told "FATE is about story", they play a character that effectively lives in a portable hole until there is combat rather than "ruining" the game for the other's
- D: A player who wants to achieve something with their character who wants to collect things (or whatever). He's been told that "FATE is about story" and sees that enchanted items cost refresh, since C is playing a blind deaf mute outside of combat and A/B are off doing their own things that kind of exclude him as well, he too leans towards mute/uncertain about involvement without ever realizing that some of those cool toys & things he wants to achieve can be obtained through involvement & assessing/declaring a hanging light into the ballroom so he can swing from it shooting "monsters" along the waylooking badass in the spotlight. Because he's been beat over the head previously in other systems for being a "spotlight hog", he never gets comfortable enough to go about really inserting himself into A, B, & C's areas in ways that direct the spotlight towards him & really shake things up due to the fact that such things would "break" thew game using many other more rigid systems. He also kinda lives in a portable hole not wanting to "hog the spotlight" & break the game, but he occasionally springs out into action pokemon style..
In reality, almost nobody is 100% slanted towards any one thing, but people usually lean towards 1-2 things more than the others. The problem with all the portable hole/pokeball dwelling characters is that the sudden appearance of a few characters that were all but ignored & trying to be deaf mutes really causes problems. It causes even more problems if they have spotty/random attendance because they figure their interest won't come up much this week & nothing is lost for them since it's "probably just going to be a minor milestone I don't need" instead of an experience accumulation.
I might not know a thing about, or be interested in boxing... but
this randomly selected muhammed Ali fight i just
listened to is a pretty damned cool "story" that FATE could handle easily even though almost nobody would call it a "story"
(being at work, I can't exactly go hunting for one with a more active announcer)Haru's comment about getting players to say what their character is doing is relevant to this whole thread. The original reframing I did in the first three posts was designed to
help players accomplish just that by explaining something alien to them in terms that are more familiar to them & make it easier for them to think about how to do more than push numbers around the table.
The one in 5 or so (
if that) players I have sit down that are familiar with the dresdenverse are usually so paralyzed by the thought of conflicting with the cannon in the books that they are afraid to step out of their portable hole very often, "when do we meet Harry/Marcone/etc, or can I play Harry?" is usally more of a problem for them. Woe to the GM who gets one of them as an A or B type player as the only other player with a C or D type player's first session. By describing things in a more typical fantasy style, both sides of that coin are (hopefully )less afraid of taking the reins & doing more narrating than "pushing numbers around", the game can be more healthy.