-----Just an observation, but you're possibly the most prolific poster of unique subsystems / mechanics. That's not using the fractal approach.
Well, yeah. When I use the fractal, I don't post anything about it. Because it's nothing new.
Well, except for the Minions, Attack! line of stunts. I posted those...unless I borrowed those from someone else? I don't recall.
And all those times I told people to treat allies as Aspects for lack of a better method.
Come to think of it, my nascent plan to stat up locations as characters might qualify too.
Oh, and there were those times I suggested flavoring Powers as the assistance of other beings.
More I think, more I realize that I actually talk more about fractal stuff than I thought I did.
'Unusual' is relative. I'd say wanting to act more than once per exchange is 'unusual' and not an expected result of having a pet / familiar....but that's me.
I agree, and I wasn't talking about that.
I meant more that pets could be in different places than their owners, and that they could provide a different dynamic in combat, and that they could split off some of a character's power into a semi-independent actor.
This is all interesting and worthwhile. There's a reason SotC has minion rules.
It's not a binary either / or - it's a rather wide spectrum. Something like Shadowrun trends towards the simulation side while WaRP or more obviously, Wushu, trends towards manipulating a narrative. FATE has mechanics for both but aspects are almost purely for manipulation of the emerging narrative.
I've played Shadowrun. If it's intended as a simulation, it's a terrible one.
This sort of thing is one reason I think your opinion of simulation is low.
If you don't think aspects are intended to manipulate a narrative, I'm not sure we have enough terms in common to carry on a reasonable discussion.
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Everything (to a point) has to do with "story-telling". That's not my point. The real question is, 'what does a given mechanic manipulate'? While there is some cross-over, mechanics for stunts & powers tend to manipulate setting effects (claws, fireballs, etc) and mechanics for aspects tend to manipulate the narrative (off balance, blinded by the light, etc). Sure, you can (and should) limit aspect effects to internally consistent world effects...but that's a 'meta-decision' - a decision made by the group not the mechanic. On the flip side, hitting with an attack is (almost) purely a skills / stunts / powers issue.
I don't pretend to know intent, but I do know that the rules for Aspects are suitable for reality-modelling.
The rest of this is hard for me to follow because you use the word narrative in a very strange way. Setting effect too. Not sure what you're trying to say.
Again, this is your perception. Frankly, it's a perception made up of imagination and preconception.
Seriously. I'm an engineer - we call things what they are. Saying my Tacoma can't fly isn't calling it "unworthy". It's a simple recognition of capabilities...or lack thereof. Similarly, I like FATE for narrative games and other games such as Savage Worlds for more of a simulation based style.
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Show me evidence. Have I stated something in this thread denigrating systems oriented towards simulation?
Without evidence it's just an unsupported accusation. Libel, to use the legal term.
I've heard the "game X doesn't do Y, it's about Z" thing quite a few times. It's almost always a way to say that either Y or X and Z is/are for stupid babies.
Seriously, it would be weird to say that if you weren't trying to denigrate something.
Unless of course it were factually true. Which it isn't, unless you're using words to mean things that I've never seen them be used to mean before. Because generally FATE returns realistic results unless you choose otherwise. Shadowrun, meanwhile, returns unrealistic results no matter what.
Oh, and it's not libel unless it's false. Supported or not, if it's true or arguable then it ain't libel.