WHAT IS "ROLEPLAYING"?
In its rawest form, roleplaying was a bunch of kids
running around pretending to be something they were not.
They might have stuck to a general theme or setting,
such as "Cowboys and Indians". These games had a tendency
to break down when one player's goals conflicted with another's.
Somebody yelled, "Bang! you're dead." and somebody else yelled,
"No I'm not!". In the 1970's, a kind of breakthrough was made
by adding dice mechanics from strategic simulations ("wargaming"
such as "Napoleonics") to improvisational theatre (the "mime"
fad). Thus was born the Dungeons and Dragons craze.
There are several arenas for RPing today. There's the
traditional tabletop gaming, a.k.a. "pencils and dice" or
"paper" gaming. Generally there are three to seven Players
and one Gamemaster (GM). The events in the game take place
over a series of sessions, a "campaign" (a word borrowed from
wargaming). Each player generally controls one character,
with its physical, mental, social abilities, plus any unusual
powers and weaknesses recorded on their "character sheet".
The GM is the referee, playing the parts of all the characters
that the player's characters (PCs) meet. These non-player
characters (NPCs) can be friends or enemies. The GM is also
in charge of explaining the environment and situations to
the players, allowing them some freedom to choose their actions.
From this has grown live-action gaming (which has much more
streamlined rules for conventions and parties) using either
padded weapons or non-contact resolution mechanics like
rock-paper-scissors. Another major arena is online gaming,
which varies wildly but in some communities has progressed
to having almost no interference by a gamemaster. In
online gaming, the game is always running-- 24 hours a day,
7 days a week-- which earns it the name "persistent" gaming.
NPC's are assumed to be present if it is appropriate to the
setting but are not played by a GM.
It's important to point out that plenty of gamers feel
the "acting" side of RPG is optional. Lots of people have
fun with the mechanical side of it, with simple goals like
"Kill the monsters, take their treasure." RPGs usually have
a mechanic by which play is rewarded, usually "experience
points" which can be traded in to upgrade the character's
abilities or get rid of their handicaps.
After playing a character for a time, their character
development and the relationships they have formed is what
makes their player value them, not just their high "stats".
Some people feel "put on the spot" by having to think fast,
and speak in-character in the "first person". Others
consider the persona side of it "true" gaming, the highest
goal to which they aspire.
Thus, roleplaying is about being in-persona and talking to
other players' characters. At its best, it is also about
participating in a shared reality (the "Continuity"). The
goal is not to "win", the goal is to participate in an
ongoing story that's meaningful and makes sense to all the
players.
FATE LEVELS
A common problem with gaming is dissatisfaction with the
direction of the campaign. Games often fall apart when players
learn that the game was not what they expected. For a long time
it was assumed that this was normal and that the only way to
find out if you would like a game (or gamemaster) was to try
it and see. If a player had a poor experience, they were likely
to assume that roleplaying in general was not for them, or that
this particular gamemaster was a "bad" GM. The Fate System gives
a perspective that there are many aspects to roleplaying, and
that there are many places where compromises can be made. It also
gives GM's insights into what players want, that they might not
have already realized.
WHAT ARE FATE LEVELS?
There's as many ways to play an RPG as there are individuals.
Each player naturally tends to form their own philosophy, usually without
thinking much about it. The Fate Level system describes what
appear to be five independent philosophies. Each is described
in terms of criteria or parameters which could be chosen
independently. However, they're all inter-related, and choices
made about one aspect tend to force choices about other areas.
They are not the only five ways to play, but they're definitely
the five strongest and the five most common, because they are
consistent and produce a recognizable and stable "flavor" of game.
THE CRITERIA SCALES
Here are the ingredients that can go into formulating
a philosophy of play. The ones listed are the ones that
players tend to intuitively assume go hand-in-hand with
others of the same level (for instance, they are likely
to assume a dark tone if the mechanics are complex and
there's alot of adult content.) Unusual combinations will
succeed best if players are made aware of those quirks in
advance.
1. Player Control vs. Randomness --Dice or no dice, Character sheets,
no character sheets?
2. Silliness vs. Seriousness --Light or dark tone?
3. Player Imagination vs. the Authors of the Game World --How much
"study" is required to play?
4. OOC (Out Of Character) Fairness vs. Organic IC Consequences
5. Family Fare vs. Adult Content
6. Temporary Improvised Incidents vs. Permanent Continuity --How much
"intrigue" is possible? Are characters related by blood, or maybe
marriage? Are there established organizations already in this world?
(There are others, but these are the most important.)
The dominant or central scale is importance of "Continuity."
Continuity includes your theme, your setting, your history, and
how much previous events shape future events. ("Dungeon crawl"
medieval fantasy might have a well-formed setting but the episodes
don't happen to be interrelated like a serial.) It's
good to have the other choices be harmonious because most
players tend to assume that the other parameters are
going to be similar. This is why Fate is divided into "Levels":
because people tend to see them that way, and because they do
form a natural kind of spectrum.
DESCRIPTIONS OF FATE LEVELS
Fate 1: Fantasies
"My character is my property."
Description: At this, the lightest level of Fate, the
player is almost a GM. Players have maximal control
over their characters and their characters' destiny.
When Fate 1 characters interact with other characters
online, the course of their conflicts are privately
pre-negotiated. The game is more like interactive
storytelling. At Fate 1, players are still expected
to support IC continuity, i.e., there are limits to
how farfetched the outcomes can be, and they must still
stick to the rules' definition of their character.
Can use dice: NO
Can wound/be wounded: ONLY VOLUNTARILY
Can kill/be killed: NO
Can remove others/be removed from game: NO
Can engineer deaths/removals from game: NO
Can request OOC data related to their character: YES
Notes:
* This is still, with minor modifications, the
most common philosophy of online gaming, and the
least common tabletop. It requires no
special coding, can even be done on IRC or via email.
* "Does this mean Fate 1 characters are necessarily
non-violent?" No. It only means the combat
is diceless, and deathless.
Fate 2: Lighthearted
"I want control of my character but I don't want a cakewalk."
Description: The rolls of dice indicate whether or not their
character succeeds in any particular endeavor where
system is relevant. Characters can take and deal wounds,
but all lethal wounds bring their targets to
incapacitation, and not beyond.
Can use dice: YES
Can wound/be wounded: YES
Can kill/be killed: NO
Can remove others/be removed from game: NO
Can engineer deaths/removals from game: NO
Can request OOC data related to their character: YES
Notes:
* At this Level, a player might ask the GM a question
like, "Is it dangerous for my character to be in this
part of town at night?" Limiting the player to
in-character knowledge is more
relaxed because the game is less "serious".
* "What if I hurt someone pretty badly and they
later die of blood loss or complications?" Simply
put, they are not -allowed- to die as a consequence
of your actions. This is a form of destiny
control that you're exerting over their character
due to your Fate rating.
Fate 3: Serious
"In Character Actions Yield Fair In Character
Consequences."
"I am a part of the Continuity; I share control of
my character with the game world and the game."
Characters can roll dice, and take levels of damage.
Characters can be removed or remove other characters
from play, can engineer that removal or death, can
kill and be killed.
Can use dice: YES
Can wound/be wounded: YES
Can kill/be killed: YES, IF IT IS MEANINGFUL TO THE STORYLINE.
Can remove others/be removed from game: YES
Can engineer deaths/removals from game: YES
Can request OOC data related to their character: NO
Notes:
"Meaningless Death" Clauses
In a GM'd game, the GM may fudge a dice result that
gives an outcome that was not a justifiable consequence
of their in-character actions.
In an online situation: If the present conflict did
not arise out of a conflict in which your character
killed another, you may, before the conflict, opt for
a no-death outcome.
Fate 4: Mature, Potentially "R" Rated
"In-Character Actions Yield In-Character Consequences,
but there may be some things I will not roleplay."
Players now have the option to be fully immersed in
their characters; OOC interaction and knowledge is
minimized. Players are considered to auto-consent to death.
Use dice: YES
Can wound/be wounded: YES
Can kill/be killed: YES
Can remove others/be removed from game: YES
Can engineer deaths/removals from game: YES
Can request OOC data related to their character: NO
Notes:
* In most tabletop games, this was the original default.
Refusing consent for a character to be injured, killed,
etc., was unheard-of. It's still the default for
Ultima Online and other games with coded combat.
* "But what if I'm sitting in a bar, a crazy walks in,
pulls out a submachine gun, wins initiative, deals me
twelve levels of damage, and that's that?" The short
answer: Your character dies. (Perhaps you shouldn't
have been sitting in a bar, or you shouldn't have
chosen Fate 4.)
* Overall coherence of story tends to suffers at Fates 4
and 5, because there is no pressure for deadly conflicts
to have a reasonable IC explanation.
* The Continuity of an online game suffers at Fates 4 & 5,
as characters die more often.
* Online: Consent is not assumed for "darker" fates,
some of which can be brought about by the use of unusual
powers such as mind-control, and shapeshifting of
others. In some places, storylines involving maiming,
torture, rape, and other adult themes, require one
to be Fate 5, and Fate 5 requires being a legal adult.
Fate 5: Potentially X-rated
"No holds barred."
"Reality bites, and so do I."
Use dice: YES
Can wound/be wounded: YES
Can kill/be killed: YES
Can remove others/be removed from game: YES
Can engineer deaths/removals from game: YES
Can request OOC data related to their character: NO
Notes:
* This Level involves what is called "Black Dog RP": roleplay
of a decidedly adult character which may involve rape, torture,
graphic sexual or violent scenes, pedophilia and so forth.
Players automatically consent to absolutely anything befalling
their characters.
HOW DO WE APPLY THEM?
There's several ways to use Fate Levels. Each has its advantages
and disadvantages.
METHOD 1: By Individual Choice
Here is the way its creator originally envisioned the Fate System
being applied: Each player voluntarily tags their character one Fate.
They may not take actions that would force consequences beyond their
Fate Level. Conflicts between varying levels are solved at the lowest
level present. Fate may be "darkened" (raised) at any time by the
player, but lightening (lowering) is only done in very special cases,
by the GM. (Alternately, I suggested lightening might be done voluntarily
but with a heavy cost in experience points.)
ADVANTAGES: Everybody is happy with the freedom provided.
Players whose Fate Level is not well-represented at
the moment can still participate.
DISADVANTAGES: The overall game tends to be dragged to the
lowest common denominators, i.e., Fate 1-2. Areas
with mostly Fate 5's suffer serious continuity damage
due to IC fatalities.
METHOD 2: By Region
Especially for Online games, this is simply a ban on action
of lower Fate Levels in certain areas. In this version, players
don't bother tagging themselves.
ADVANTAGES: Less hassle for players; conflicts are solved in a
more predictable way.
DISADVANTAGES: No telling what other players' favorite play style is.
METHOD 3: By Game
The whole game is limited to one play philosophy, and everyone
is expected to follow it.
ADVANTAGES: Permits a "custom" formula for the game. For example,
defining it as Fate 5 but only permitting X-rated violence and
not sex in public places.
DISADVANTAGES: There may not be enough people who happen to want
to play the way envisioned.
A NOTE ON THE FATE SYSTEM
First devised and copyright 1995 by Jon Peterson for online
roleplaying, the
Fate Level concept has much application in face-to-face gaming as well.
Online, it represented an advance in gaming vaguely analogous to the
changeover
from an arbitrary monarchy to constitutional democracy; when applied back
to traditional tabletop gaming with a GM (gamemaster), it resembles a
change to a constititional monarchy.
The Fate System encourages longterm fun by getting the
players and GM to understand, and state, in advance, what it
is they hope for. The game is no longer forcing game outcomes
on players, it's giving them that to which they've already
agreed. After three years of testing, it has emerged as the
most successful method by which to run a persistent online
game in the all-text (MUSH/MUCK/etc.) community.
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