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<blockquote data-quote="TaranTheWanderer" data-source="post: 7993635" data-attributes="member: 15882"><p>I have introduced several groups to Dresden Fate RPG (just, literally, posted a thread about the most recent).</p><p></p><p>I have to admit that the D&D mindset was hard to shake when I learned FATE. Mostly, I couldn't wrap my head around 'story concept as mechanics' like aspects. It took a while but now that I have it I'm able to teach it fairly well.</p><p></p><p>1. Pregen characters</p><p>2 Pregens are roughed out so that players can add to them as the game progresses. You want to be able to speak Russian because it's convenient? Sure, your character now speaks Russian. Describe to me how they learned Russian. I'll let them add or remove stunts in the middle of the game too.</p><p>3. I throw them right into a combat in the first scene to hammer out mechanics and get them immediately immersed.</p><p>4. I use the cool and fun things they should be doing in-game against them. I don't only do the typical 'tag to get +2 to a roll'. NPCs will create maneuvers, tag aspects 'for effect' and use block actions. They will coordinate and I will explain things cinematically.</p><p></p><p>In D&D, I find, you are limited to very specific actions. You can attack and your attacks do 'xyz'. And that's it - no more or less. People sometimes get cranky when you venture out of the <em>very specific interpretation </em>of an action. You can cast a spell and here's an exact list of what you can cast and what each spell does. There's no real creativity or incentive to describe your actions so players tend to default to actions like, 'I move, then I attack'. </p><p>In other games(at least FATE), attacking isn't always the most mechanically advantageous action. Describing an intricate maneuver where you throw sand in a person's eyes so your ally can get an advantage makes for a cool story and gives a mechanical advantage. </p><p></p><p>Using those AGAINST your PCs will encourage them to do the same.</p><p></p><p>D&D players also tend to ask the GM, "what's in the room". I usually respond, "I don't know, what do you think is in the room?" That gets them thinking and encourages them to make declarations and add to the story.</p><p></p><p>My 2cents</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7993635, member: 15882"] I have introduced several groups to Dresden Fate RPG (just, literally, posted a thread about the most recent). I have to admit that the D&D mindset was hard to shake when I learned FATE. Mostly, I couldn't wrap my head around 'story concept as mechanics' like aspects. It took a while but now that I have it I'm able to teach it fairly well. 1. Pregen characters 2 Pregens are roughed out so that players can add to them as the game progresses. You want to be able to speak Russian because it's convenient? Sure, your character now speaks Russian. Describe to me how they learned Russian. I'll let them add or remove stunts in the middle of the game too. 3. I throw them right into a combat in the first scene to hammer out mechanics and get them immediately immersed. 4. I use the cool and fun things they should be doing in-game against them. I don't only do the typical 'tag to get +2 to a roll'. NPCs will create maneuvers, tag aspects 'for effect' and use block actions. They will coordinate and I will explain things cinematically. In D&D, I find, you are limited to very specific actions. You can attack and your attacks do 'xyz'. And that's it - no more or less. People sometimes get cranky when you venture out of the [I]very specific interpretation [/I]of an action. You can cast a spell and here's an exact list of what you can cast and what each spell does. There's no real creativity or incentive to describe your actions so players tend to default to actions like, 'I move, then I attack'. In other games(at least FATE), attacking isn't always the most mechanically advantageous action. Describing an intricate maneuver where you throw sand in a person's eyes so your ally can get an advantage makes for a cool story and gives a mechanical advantage. Using those AGAINST your PCs will encourage them to do the same. D&D players also tend to ask the GM, "what's in the room". I usually respond, "I don't know, what do you think is in the room?" That gets them thinking and encourages them to make declarations and add to the story. My 2cents [/QUOTE]
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