Erstmal bisher gibt es das CoreFate3 noch gar nicht. So wie ich das verstanden habe,
kommt das erst mit den Dresden Files und die kommen (wohl) zur GenCon. Bisher gibt es von den FATE Machern nur das Pulp Fate3 in der SotC Version. SBA (Space Pulp) und Diaspora (Hard SF) sind von fremden Verlagen.
Unten mal die Abschnitte von SotC die sich mit Declarations mittels Fate Punkten beschäftigen.
Davon abgesehen, sehe ich es so (mein Versuch das "Intuitive" in Worte zu fassen
): Jedes „klassische“ Rollenspiel (oder eher „Setting“), eigentlich sogar jede Gruppe, bringt eine eigenen „Möglichkeitenhorizont“ mit sich. Schon die Frage was an Aktionen unmöglich und was möglich ist (sowie mit welchen Aufschlägen), ist ein (ungeschriebener) Konsens. Ich erinnere mich da noch an eine alte SR3 Runde bei der ich mal Gastspieler war, in denen ein Chara sich Steigeisen gekrallt hat um sich über die Außenhaut eines fliegendes Düsenflugzeug in den Gepäckbereich „durchzuhangeln“, was in meiner „gritty“ SR meiner Stammgruppe nicht durchgegangen wäre. Ebenso wird in einem Hard SF Setting ein Spieler der meint im All mittels Fallschirm auf das tieferfliegende Raumschiff zu springen nur ungläubige Blicke ernten, in einem Space Pulp Setting im Stile von Flash Gordon wäre das absolut valide. Mag sein, dass es in den Regeln steht, mag sein dass es sich nur „aus den Umständen und dem Verständnis des Spielers für Setting und Situatin ergibt. Genau dieses intuitive Verständnis ist es, was einem auch bei Declarations in SotC sagt, was geht und was nicht. Als letzter Verwalter dieses „Möglichkeitenhorizonts“ fungiert in letzter Instanz der Spielleiter.
Naja gut, hier zusammengestellt, was das
SotC SRD dazu sagt^^. (mag sein, dass es da an entsprechender Stelle noch mehr zu gibt, aber das sind die Passagen, die mir im Kopf geblieben sind
)
Make a Declaration
You may simply lay down a fate point and declare something. If the GM accepts it, it will be true. This gives the player the ability to do small things in a story that would usually be something only the GM could do.
Usually, these things can’t be used to drastically change the plot or win a scene. Declaring “Doctor Herborn drops dead of a heart attack” is not only likely to be rejected by the GM, it wouldn’t even be that much fun to begin with. What this can be very useful for is convenient coincidences. Does your character need a lighter (but doesn’t smoke)? Spend a fate point and you’ve got one! Is there an interesting scene happening over there that your character might miss? Spend a fate point to declare you arrive at a dramatically appropriate moment!
Your GM has veto power over this use, but it has one dirty little secret. If you use it to do something to make the game cooler for everyone, the GM will usually grant far more leeway than she will for something boring or, worse, selfish.
As a general rule, you’ll get a lot more leniency from the GM if you make a declaration that is in keeping with one or more of your aspects. For example, the GM will usually balk at letting a character spend a fate point to have a weapon after he’s been searched. However, if you can point to your “Always Armed” aspect, or describe how your “Distracting Beauty” aspect kept the guard’s attention on inappropriate areas, the GM is likely to give you more leeway. In a way, this is much like invoking an aspect, but without a die roll.
3.1 Picking Character Aspects
[...]
Props are things, places or even ideas – anything external to the character that isn’t a person. A prop can be useful if it’s something the character has with him, or if it’s the crux of a conflict, but it may also imply things about the character, or even be useful in its absence (if only I had my “Trusty Toolbox”!).
3.1.3 Story vs. Situation
[...]Fundamentally, story aspects offer easy hooks to your GM to pull you into her story. You want this, since you came to the party to play the game. But it’s more than just that. By providing story aspects, you’ve provided some things which exist separately from your character. At the core of it, this means you’ve helped to build the game world. You’ve got ownership and stakes in the bigger picture. The GM will be grateful to you for it, and that kind of gratitude pays out in the form of a more satisfying game.
3.3.1 Invoking for Effect
A player can also invoke an aspect for effect, using it for a related benefit that is not related to a die roll or skill use at all. This costs a fate point like any other invocation does. For example, a player could invoke a Secret Organization aspect to declare that the group has a chapter in town.
This is subject to the same sort of restrictions as spending fate points for minor declarations (see page XX) but is more potent due to the focus of the aspect. To be explicit, when an aspect is part of a declaration, it can make the less plausible more plausible, thus allowing the player to “get away with” more. The scope of the minor declaration can be … well, less minor, and the GM is encouraged to keep this in mind.
For example, if the GM is inclined to hem and haw over whether or not the character can spend a fate point to declare that he arrives at the exactly right moment, invoking the character’s Perfect Timing or Grand Entrance aspect for that same effect should remove any of the GM’s doubts. That said, this is not a method for the players to get away with anything; as always, aspect invocation is only allowed when the GM approves.
Improvising Detail
Sometimes players will have a slightly different view of things than you. If this difference is drastic, it may result in them taking an action that doesn’t entirely make sense. When this happens, just ask the player what they expect. If they’re making an assumption that seems entirely unreasonable, you may need to discuss that with them, but if it’s not unreasonable, then it’s an excellent opportunity to suggest to the player that this would be a good use of the editing power of a fate point (page XX). Usually, the player’s expectations are more minor, and usually come in the form of “Is there a ladder here?” The answer to a question like that depends on your response. If you feel the answer is “yes”, or even “no, but there should have been, why didn’t I think of that?” then say yes. If you feel the answer is “no, but while that’s not very likely, it’s not unreasonable” then the answer to give is “I don’t know, is there?” while looking meaningfully at the player’s fate points. It is only if you feel that the request is entirely out of line that your answer should be “No .”
Wems (natürlich nach austesten
) gar nicht zusagen will, der lässt es weg und genießt den ganzen großartigen Rest
. FATE3 definiert sich nur am Rande durch die Declarations und lässt man sie raus, so seh ich die Balance nicht gefährdet
.
btw.: Wer tatsächlich eine „Welt im ständigen Fluss“ sehen will, wie Zornhau sie „fürchtet“ (und ich sie sehr mag^^), der schaue sich
Swashbucklers of the 7 Skies an
(von dem es die 28 Seiten Core Rules auch gratis gibt). Das geht aber in eine andere Richtung als FATE3 sie vorgibt.