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6/4/2025, 6:20:35 PM
>>95794420
Because once you are comfortable enough with your understanding of why the mechanics are the way they are, you can change them as you see fit. This isn't to say that the mechanics don't matter, but the effect they produce is more important than the mechanics themselves.
A couple years back I ran a game that was technically built in FATE accelerated but the players only ever rolled dice a handful of times across the whole of the campaign. Most of the driving force of the game simply didn't need to be arbitrated by the dice, nor would it have been improved by forcing the dice into the game, because it was predominantly a mystery game. The mystery was not solved by "roll to find clue" or "roll to figure out the mystery", it was me giving them access to 45 pages of fake books, recovered notes, doctored newspaper articles, esoteric diagrams, etc and then leaving them to figure out what the connects were themselves and test their theories with the tools available to them. Because the mystery wasn't "who killed mr body", it was "I just bought this hotel and I think there is a demon in the basement, figure out what the fuck is going on" which transformed into "reverse engineer how to be a wizard 101 from whats been left behind by this occultist's club from the 1930s." It was the choices that the players made with the information available that mattered, there was no need to arbitrate with random chance.
Because once you are comfortable enough with your understanding of why the mechanics are the way they are, you can change them as you see fit. This isn't to say that the mechanics don't matter, but the effect they produce is more important than the mechanics themselves.
A couple years back I ran a game that was technically built in FATE accelerated but the players only ever rolled dice a handful of times across the whole of the campaign. Most of the driving force of the game simply didn't need to be arbitrated by the dice, nor would it have been improved by forcing the dice into the game, because it was predominantly a mystery game. The mystery was not solved by "roll to find clue" or "roll to figure out the mystery", it was me giving them access to 45 pages of fake books, recovered notes, doctored newspaper articles, esoteric diagrams, etc and then leaving them to figure out what the connects were themselves and test their theories with the tools available to them. Because the mystery wasn't "who killed mr body", it was "I just bought this hotel and I think there is a demon in the basement, figure out what the fuck is going on" which transformed into "reverse engineer how to be a wizard 101 from whats been left behind by this occultist's club from the 1930s." It was the choices that the players made with the information available that mattered, there was no need to arbitrate with random chance.
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