After we finish breaking for the new year my group is starting a new campaign in the FATE system. I've never played this one before, is there anything I should know going in?
After we finish breaking for the new year my group is starting a new campaign in the FATE system...
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It isn't an initialism. Just Fate is fine.
Don't read FATE Core
Read Atomic Robo instead
The corebook does such a terrible job of impressing upon you why the system does the things it does.
Here's a few pointers.
>Stress isn't flat HP, and people don't need to suffer every Consequence to decide "fuck this I'm out".
>Use fate points for actions, don't save them for reactions. Essentially, go on the offensive for a cooler game.
>You might be tempted to use broad aspects like "High Concept: Very Strong Warrior", but that's boring, and doesn't leave any room for Compels. Which brings me to my next point...
>Compel constantly. Compel your own aspects. Compel other people's aspects. Compel scene aspects to fuck yourself. Fate points are insanely good, and an active fate point economy means a juicy game.
And above all, have fun. It's a good system, even if Evil Hat gives it a bad reputation.
Don’t expect sessions to work like a standard RPG. There’s a much stronger focus on player input and “group narrative building” over “DM presents/players interact”
Play it loose and fun, and don't feel bad about putting your character into bad spots if it makes the story more interesting (and nets you some fate points).
Also, try to make sure you've got aspects that can work to your favor both as an asset and as a compel. Don't think too much about "positive" aspects and "flaws", but aspects that can do double duty. Try to go for aspects that are less "Combat Master" or "Drunkard", and more "Drunken Master".
In my experience as a player, one thing that really stands out is how easy it is to succeed on something you think matters, if you are good at fictional positioning / explaining how you aspect would help. I think that is intentional, but still doesn't feel right. When you can just invoke previously created burst + aspect and get +4 bonus on your roll, it feels almost boring. Maybe it was due to GM being a pussy and never calling difficulty above 4 once in like 5 session that we played though.
1) FATE Core is garbage. Sorry, that's hyperbole; I just don't see the point of skills and skill ranks in a game like this.
2) FATE Accelerated is better, but like said, the book doesn't do any better of a job of actually explaining the game itself.
3) It's a narrative game, so think narratively. Having even a single player that just says, "I use [blank] to attack," will fuck up the entire flow and point of the game.
Yeah, a difficulty of 4 is pretty damn low. It would make everything seem easy, for sure.
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