Comments on 2015-04-06 Mass Effect

Some interesting comments on Google+:

Jack Gulick says, it comes down to “if you want Fate to be a game about hard choices, force a lot of hard choices.” ... Don’t let your other-RPGs instincts to keep things “fair” and “possible” get in the way.”

Robert Hanz adds, One of the things that’s still a hard habit for me to break is the fact that good GMing in Fate would qualify as Being a Dick in most other games.

Sarah Newton has very pragmatic advice: My sweet spot for combat is 3-5 rounds. Giving the major NPC any kind of damage bonus makes him nasty - anything that can force a consequence on every hit by overloading the PCs stress tracks makes him very scary and something to avoid. You can then unbalance the PCs my using the minor NPCs mobs more for the attritional wearing down of stress, leaving them in a dilemma as to where to spend their fate points.

Robert Hanz also has a separate post where he goes into the problems a traditional gamer might have when they begin playing Fate. I felt that the middle in particular did some excellent bridge building. He argues that you should make it hard for the players and not hold back because the worst case is not a total party kill. It’s just a different kind of story that will emerge. He says when I see questions like “how do I make sure a fight is challenging, without having the players lose”, my answer is “who cares?” Make it tough. Let them buy their way out of it and carry those consequences. Or let them lose, and let the story go that way.

Now I’m searching the forum for Robert Hanz’s series Fate Core Thought of the Day, e.g. Fiction First, Fiction-Rules Interaction, and Nonsensical Results.

– Alex Schroeder 2015-04-06


Follow up discussion here, at the bottom of the page.

– Alex Schroeder 2015-04-08 06:34 UTC


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