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Notes on Dark Metal MUSH's +Fate Proposal
by Jon Peterson
February 10, 1998

reprinted here with the author's permission


Full background on the Fate Proposal

Fate Proposal

What they are and what they mean

Since the +fate proposal was first disseminated, many people have asked why, as this is supposedly a policy that supports diversity and encompasses many different aspects of the MUSH, have all of these variables been pigeonholed into 5 discrete levels of Fate when the system could allow for so much more customization? My answer to that question has been, and will remain, that the apparently separate aspects of the system which +fate covers are all, in fact, strongly interrelated, and that it is very appropriate that they be organized in the way I have set them down. This statement is a bit of a teaser, as I actually discuss this at length later in this document, but I felt that it should be voiced here before the levels are formally laid out.

Fate 1

God does not play dice with the universe.

Description: At this, the lightest level of Fate, the player is almost entirely a Storyteller. Players have maximal control over their characters and their characters' destiny. It is presumed, when Fate 1 characters interact with other characters, that the course of roleplay will be pre-negotiated. All conflicts between Fate 1 characters and other characters are to be resolved through pre-negotiation, including uses of any Disciplines, Spheres, combat maneuvers, or even social skills. Characters are expected to pose actions taken and responses to actions in accordances with pre-negotiated agreements.

System: Characters cannot enter diced combat or diced conflicts. Other characters cannot roll diced powers against the character. Quantifiable damage cannot be dealt by or to the character. Characters cannot die or kill.

OOC Messages: Yes

XP / Cycle: .1

Notes:

  • Does this mean Fate 1 characters are necessarily non-violent? No. If Fate 1 characters wish to enter combat with others, they will simply have to page the player in question and negotiate a combatr scene. No dice will be rolled in that combat, and no one will be +hurt as a result of it. Characters may accordingly re-desc themselves to describe wounds, but their sheet will be unchanged.


  • But in the earlier proposal, you said that "A player will choose a 'light' Fate when they envision their character to be non-combative, primarily social, or wary of IC confrontations."? And more stuff like it? The earlier draft is mistaken, and those concepts are withdrawn from the +fate system. What I was vaguely and poorly trying to state there were examples of playing styles that the -player- might subscribe to if they wish to have a Fate 1 character. It was not meant to limit who could choose Fate 1 to those who were non-combative, or primarily social. I initially anticipated that Fate 1 would be very hard to understand, and I intentionally phrased it with a certain slant in the hoeps that it would make it easier to understand. It didnt.


  • Why the hell do these people get less XP than anyone else? This will be discussed at length below, but my short answer would be, because they are less 'IC' than other characters are.


  • What if I'm Fate 1 and I want my character to die? Then use the +fate command to raise your Fate. Some of the questions do have easy answers. :)


  • What if I'm Fate 1 and it makes sense in the story that I kill another character just this once? Can I fudge it? Again, I'll discuss this at greater length below, but my short answer would be that you must raise your Fate in order to kill another character.


  • What does that 'OOC Messages' slot mean? This will be discussed in greater detail below.



  • Fate 2

    The die is cast

    Description: At Fate 2, the element of chance is introduced. Players no longer completely dictate the results of their characters' actions; rather, the rolls of dice indicate whether or not their character succeeds in any particular endeavor where system is relevant. Interactions with other characters no longer need to be exhaustively pre-negotiated except where this is necessitated by circumstnace. However, these characters' players may still use limited destiny control in order to prevent character death.

    System: Characters can roll dice, and take levels of damage. Characters still cannot die or kill. Quantifiable damage dealt to or by a Fate 2 character can never exceed the maximum health levels of the victim. limitd destiny control in order to prevent character death.

    OOC Messages: Yes limited destiny control in order to prevent character death.

    XP / Cycle: .15

    Notes:
  • How does this differ significantly from Fate 1? Well, actually, only in that the player is now willing to leave some things to chance. The difference between deciding the outcome of a situation and allowing it to be determined through all of those handy charts and die-rolling systems developed by White Wolf is an important one. It is my blief that hte latter is much more 'IC' than the former. The n ature of chance in roleplaying games is (getting to be pretty predictable now, isn't it?) discussed in an appendix below


  • What if I hurt a mortal pretty badly and they later die of blood loss or complications? Simply put, they are not -allowed- to die as a consequnece of your actions. This is af orm of destiny control that you are exerting over their character due to your Fate rating.


  • What about beating up a Vampire or Garou? Vampires cannot be dealt the Final Death by a Fate 2 character; they can, however, enter torpor from such a combat. Garou who are 'killed' by a Fate 2 character can be assumed to have made their Rage rolls nad thereby cheated death. Hello, battle scars.



  • Fate 3

    The middle of the road

    Description: The closest approximation to the current system on Dark Metal, the third level of Fate is one in which characters are capable of dying in combat. Players can still refuse to consent to a character entering a combat with another character, but once they have committed themselves to combat, the dice are to be obeyed.

    System: Characters can roll dice, and take levels of damage. Characters who suffera a killing blow in diced combat cannot invoke destiny control to save their characters.

    XP / Cycle: .2 Notes:
  • This level seems, well, uncomfortable in this proposal. Does it even belong here? Maybe not. This level was created specifically in order to emulate the current system on DArk Metal. Characters can invoke destiny control in order to avoid combat (much like on DM now). In all other particulars, this level is identicial to Fate 4.


  • What does it mean to invoke destiny control to avoid combat? What's the mechanic? Good question. First off, 'combat' needs to be somewhat rigorously defined. I'll leave that for another note. Basically, roleplay at Fate 3 becomes partically pre-negotiated as soon as the potential for any 'combat' situation arises. "Are you willing to enter into a conflict with my character?" This pre-negotiation takes hte form of a simple 'yes' or 'no;' the outcome of this combat, if both players agree that it will occur, should be decided entirely by chance and hte ingenuity of the players. One cannot consent to being punched, but not Dominated, and so forth.


  • What is combat? Combat doesn't necessarily mean a swung punch. It means the use of any powers, cybernetics, psychic attacks and so forth, that target another player, with the exception of purely 'information-gathering' abilities (coded scans, and so forth). Yes, that means you cannot invoke destiny control to prevent Telepathy in any of its manifestations. Yes, that means you can invoke destiny control to prevent someone from Dominating you, and so forth. No, that does not mean you can invoke destiny control to ignore Majesty, Arcane, or similar 'ambient' powers.



  • Fate 4

    For whom the bell tolls

    Description The RPG philosophy has become the dominant one at Fate 4. Players are now nearly fully immersed in their characters; OOC interaction and knowledge is minimized, and consent to combat need no longer be supplied. PLayers are considered to auto-consent to death.

    System: Players can roll dice, deal or receive damage, kill and die.

    OOC Messages:No

    XP / Cycle: .25

    Notes:

  • But what if I'm sitting in a bar, a mass-murderer walks in, pulls out a submachine gun, wins intiative, deals me twelve levels of damage, and that's that?The short answer: You die. Perhaps you shouldn't have been sitting in a bar, or you shouldn't have chosen Fate 4. The long answer appears in the examples section below.



  • Fate 5

    Horrid Reality

    Description: At this level of Fate, the player can fully become their character. As a player, you have exactly the same amount of influence over the MUSH as your character does.

    System: Characters can roll dice and take damage, kill or die, and additionally experience 'Black Dog RP;' that is, roleplay of a decidedly adult character which may involve rape, torture, graphic sexual or violent scenes, and so forth. Characters automatically consent to absolutely anything befalling them on the IC grid.

    OOC Messages: No; you have exactly the same amount of influence over the MUSH as your character does

    XP / Cycle: .25

    Notes:

  • The legal stuff: Neither child characters nor child players should select a character with a Fate of 5. Upon selecting a Fate of 5, a player agrees that htey are a) over 18 years of age, b) that there are no laws in their state/country that would prevent them from encountering 'adult' materials, and c) that htey are willing to be exposed to such 'adult ' materials. These materials may include literature with strong sexual content, graphic violence, etc. etc.


  • Why is this a separate Fate level? Is this even related to Fate? Shouldn't we just have a separate 'black_dog_ok' flag that can be set as, for example, an RP preference for players? In the author's opinion, the topics covered by Fate 5 (rape, torture, etc.) imply a Fate rating of at least 4. Certainly, if your character is going to rape another character, your character should unquestionably consent to death. But moreover, setting oneself 'black_dog_ok' is making a statement about how close to the mental state of one's character one is willing to be. Remember that selecting Fate 5 is not an indication or advertisement that your character is interested in perpetrating rape, or torture. It merely means that you as a player OOCly concede that such practices exist, and that your character can be a part of htem.


  • An historical note:In the original Fate proposal, Fate 5 was granted .5 xp more than Fate 4. It was voiced by many parties that this seemed to reward characters for being rapists, and so forth, without changing their degree of IC-immersion from that of Fate 4. While I consider this point arguable, I'm willing to endorse keeping Fate 5 at .25 xp per cycle.


  • Due to the fact that many players expressly do -not-wish to come into contact with the darker themes connected with Fate 5, it is expected that Fate 5 characters will try to keep these themes out of hte public eye.



  • The Main Rule of Fate: All interactions between characters of different Fates are to be handled at the lowest Fate level present amongst the participants.


  • The Other Main Rule of Fate: Players may at any time 'darken' the Fate of their characters; they may not, however, lighten the Fate of their characters.


  • Now comes the difficult task of explaining the above.

    First of all, what does Fate attempt to cover? Many critics initially identified this policy as being pro-violence. I don't disagree that conflict is the point at which most of Fate's attention is centered. Why? Because conflict is where the problem is. Without conflict, there would be no need for any system whatsoever. It is only in cases where two characters conflict, that consent, under the current system, needs to be invoked. Moreover, rolling dice only occurs when a character is attempting to perform a difficult action, an action which is contested, either by a player or by circumstances.

    It is my contention that Fate will actually reduce violence, for the simple reason that hte risks of combat will suddenly become much greater. In this way, players will begin to think like their charactesr; rather htan frivolously sending thier characters into combat, content in the knowledge that it needn't be for keeps, players are compelled to evaluate the risks of entering a life-threatening situation realistically, if theya re at all inclined to keep their characters alive.

    Part of the misunderstanding arises from nomenclature. The terms 'light' and 'dark' initially appeared to some readers as indicators of 'alignment,' in the classic Dungeons and Dragons sense. My own associations with 'dark fate' derive from the White Wolf flaw by the same name. It suggests an economy of sorts; taking hte flaw 'Dark Fate' grants you a few more freebies for Char Gen in exchange for an assurance that your character is, ultimately, doomed. It was my (somewhat mis=guided) idea that combining this idea with the broader notion of fate in the context of destiny would encompass both ends of the +fate spectrum.

    Of course, not all characterts with a light +fate necessarily are benevolent, or even fortunate. Thier lives are tailored to the expectations and whims of their creators, whether these be magnanimous or masochistic. Similarly, dark-Fated characters are under no especial obligation to be sinister or ill-starred. The 'alignment' misunderstanding led to the common objection that players would like to have a different Fate for their characters for every situation. The +fate setting is not a reflection of the mood of the character. It is a reflection of the philosophy of roleplay of the player.

    Secondly, I'dl ike to briefly describe the two main rules above.

    The first Main Rule makes compatibility between characters of different Fates possible. In keeping with the current system on Dark Metal, the 'rights' of lower Fate characters are priviliged above those of higher Fate characters; that is, the right to exercise destiny control takes precedence over, for example, a Fate 4 character's right ot Embrace the target of their choice. This privilege is acknowledged in FAte with a simple statement that conflicts between multiple characters of varying Fates are played out at the lightest Fate level amongst the participants.

    This is open to some small ambiguities. Who is siad to be a 'participant in a brawl in the Vault on a packed Saturday night? Are any observers considered to be 'participants'? What if light-Fated characters join a combat already in prgress? What if hte lightest-Fated character leaves a combat in progress? I believe these and similar ambiguities can be resolved with the following general clarification:anyone who is rolling initiative in a round of combat should be considered a 'participant.' What does this mean for Fate 1 chracters, who cannot roll initiative? Simply that they should resolve issues individually with the characters with whom they are directly interacting. Initially, this rule may seem not to cover all the bases. Initiative is not always rolled in cases of conflict, and so forth. True, but in cases in which initiative is not rolled, it should be pretty clear who are and are not the participants.

    Players can also agree to resolve situations at a Fate lower than their lowest common FAte. If, for example, a pair of Fate 4 Verbena wished to engage in a non-lethal Certamen, they needn't risk death to resolve their differences. A consensus amongst players is sufficient to allow a combat to be played out at a lighter FAte, this consensus, however, must be agreed upon before combat begins,a nd cannot be changed once combat has commenced.

    The converse, however, is not true; palyers may not resolve a combat at a level higher than the lowest common Fate.

    The other main rule is really a game-mechanic. A global command would exist, +fate, which would, for each time it is used, darken the Fate of the user by one notch. Starting characters would be assumed to have a FAte of 1; at any time, the +fate command could be used to alter hte characters current Fate rating. There would be no provision for lightening the Fate of a character other than direct appeal to the Wizards. It is assumed that Wizards would only look sympathetically on such a request if the new +fate rating occurred in error, or in the case of non-player characters, or extreme freak circumstances.

    There are few reasons I can easily imagine for a legitimately assigned Fate rating belonging to a player character to be lightened (one possibility would be a revision to the Fate rules that changed the meaning of various Fate levels). Players would always, of course, have the option of creating a new character with a lighter Fate rating if they were uncomfortable with their current character.

    The crux of the Fate proposal is now behind us. Two major topics remain to be discussed: that of IC positions being restricted to characters of a minimum Fate, and the limitation of OOC information provided to characters of sufficiently dark Fate (this is alluded to in the description above).




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