Fate is an RPG that is centered around a particular mechanic it calls “aspects”. It is designed as a game that encourages a Director stance (excuse my use of GNS terminology please) and is focused on simulating a narrative. The Fate mechanics work by creating a rubber-banding of narrative tension, and while it seems like a direct port would work, there’s a better way to incorporate them into more traditional RPG’s.
One of the things that D&D does well, and that a game like, say, GURPS does poorly is sufficiently staging the complexity for players. GURPS, has to a lesser extent remedied this by releasing GURPS Lite, and they smartly made it free. In that vein we’re going to want to start with a set of minimal rules that can be expanded upon without violating those minimum rules. This also lets us spin up a game we can start testing sooner, and makes future rules modular.
So what do we have to do to get to Living Myth Lite?
What does one need to make a good dice mechanic? What would an ideal dice mechanic look like?
To understand this, consider what your game statistic and dice model in a game you are playing. Specifically, if you have two characters and the first character has a stat of 10, and the second character has a stat of 12, you know that the second character is better at doing what that stat models than the first character. So what happens when a person gets “better” at something. Primarily there are two things:
- They become more accurate
- They become more precise.