Ratskinner
Adventurer
Yeah, I'm not so sure about that... I think when you take people who've spent years playing classic D&D and drop FATE on them, yeah, they tend to be pretty lost. Give FATE or some simpler equivalent to some kids? They'll go crazy with that, they only need 5 minutes of coaching to get the idea. I have found that adults who haven't played RPGs before also find it quite natural.
That's very true. I'm just not sure how much of an audience (as in regularly paying audience) there is outside of people who have already tapped into D&D or any number of computer rpgs (which generally follow D&D's lines in this regard.)
I don't either, but 2 round fights can't generate any real tension, preclude even the most basic tactics, and impede the framing of cinematic scenes because what's the point of all the running around and using the scenery, etc. when clearly the trivial response is to just kill everything dead since it will clearly be <snippage>
I think what you're talking about here is just a difference in dramatic scope. That is, any ongoing story (like a campaign or TV series) has to go through repeated cycles of building up story threads to climaxes, discovering the next thread, etc. I think they are taking that research as indicating that most of the audience doesn't want that cycle to be contained within a single fight. That is to say, a fight may be the climax, but every fight doesn't need to have a climax. I think a good system should handle both well, but I don't think that fits well with D&D's (any edition) core mechanics out-of-the-box. That's one of those things that DM's seem to figure out how to finagle over time. Then of course there's also those that don't want any such "meta" plotting at all. They're ambivalent about whether or not a fight plays out with tension or not and resent that kind of manipulation (rationally or not).
I mean, if you want a game where you stay in STORY mode, what would possibly be better than a FATE-like narrative agenda storytelling system? I know D&D is never going over to the dark side entirely, but 4e certainly demonstrated how you can walk a line between the two successfully. That sort of design can easily be re-worked in a lighter-weight form. So much promise but so little delivery!
FATE is my personal system of choice, for pretty much these reasons. In comparison, I don't or rather didn't find that 4e was all that successful as a narrative game. (Probably more so than previous editions.) Having discussed it on various thread with [MENTION=42582]pemerton[/MENTION] and co., I can see that it might have more potential in that regard than I gave it credit for (or that it managed to convey in its initial releases.)