#What do you mean by that exactly?
1 messages · Page 1 of 1 (latest)
People who are used to D&D, WoD etc. tend to expect a direct mapping between circumstances and difficulty, a lower level of available player authorship, and only one mechanic to apply to any given circumstances. These can be impediments to learning and enjoying Fate.
Unfortunately, I agree with this. I love Fate but I had struggled over the years to find players because of this exact reason.
Many people think that there is only one mechanic / one option and they become paralyzed when given real choice.
They are unable to build a character without being a given concise list of classes and feats.
There can also be issues with people thinking it's not 'crunchy' enough, or that it's a pass the stick story game, which is really not the case.
ah a whole thread, just for me haha
hmm ok, it sounds like you're saying players have trouble making decisions because they have too much choice
they are used to having a smaller number of choices spelled out by systems with more rules
One reason I wanted to try this system out was that I'm just not that big a fan of crunchy systems
I really dislike being the GM and feeling like I have not only read an entire book of rules that kind of puts me to sleep, I also have to know everything about how my players characters works because its hard to find players who are willing to put in any work other than showing up
which is perhaps a problem no system can solve, but I do think rules lite systems are the way to go for me
I was mostly talking about my online group above, but I'd like to get my IRL group to try this out as well
my GM in that one is passionate, but he likes to tell a story, his games often feel more like a video game, where you go from level to level
I enjoy those games, but when I read about this system the idea that there was a mechanic for players to take a more active role in guiding the story itself really appealing
in most games I've played, it often feels like my impact on the story is really rather minimal, like going from cutscene to cutscene where my only real control is how I deal with obstacles in between