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<blockquote data-quote="Vaslov" data-source="post: 6808791" data-attributes="member: 37953"><p>Welcome to FATE! It's a bit of a journey coming from D&D as it isn't a wargame. My own experience is I didn't really start to get the system until I ran something away from my comfort zone of "typical fantasy". It isn't that FATE cannot run fantasy, but that my gamer/GM reflexes were all wrong. So if fantasy is your normal trope I would suggest that you throw it in the Spanish main, modern day or any gerne you are comfortable with, but do not game in often. It will help stop you from pausing to check if there is a OoA, etc. Also be sure there is opportunity for social combat. It's one of FATEs strong points.</p><p></p><p>As for the Taken Out some good advice up thread. It's about what everyone at the table agrees is a cool twist to the story. I'll add that rarely should a character mechanically wait until death before conceding, unless it is the big ending of the tale. They fall off a cliff into the river and float away unconscious while the antagonist makes another step forward in their game. Or get captured and hung in the cave to be eaten later like a certain Jedi. And if the antagonists surrender and the players decide to execute them make them detail it out in gory detail so they feel the emotion of it as well. Or perhaps the slaughtered orc's son watches on from the shadows vowing bloody vengeance someday. In FATE it is all about the story.</p><p></p><p>While nothing is better than trying out your first game I found the Knights of the Night AP (<a href="http://www.kotnpodcast.com/" target="_blank">http://www.kotnpodcast.com/</a>) to be very helpful in understanding what play and world building was like before trying it out. Their Dresden recording Rituals is fantastic and episode 29 is a good example of social combat. They bend and forget all sorts or rules, but it is a great example of how FATE runs. FYI, Dresden rules are a bit different than FATE Core, but not so different that it matters.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 6808791, member: 37953"] Welcome to FATE! It's a bit of a journey coming from D&D as it isn't a wargame. My own experience is I didn't really start to get the system until I ran something away from my comfort zone of "typical fantasy". It isn't that FATE cannot run fantasy, but that my gamer/GM reflexes were all wrong. So if fantasy is your normal trope I would suggest that you throw it in the Spanish main, modern day or any gerne you are comfortable with, but do not game in often. It will help stop you from pausing to check if there is a OoA, etc. Also be sure there is opportunity for social combat. It's one of FATEs strong points. As for the Taken Out some good advice up thread. It's about what everyone at the table agrees is a cool twist to the story. I'll add that rarely should a character mechanically wait until death before conceding, unless it is the big ending of the tale. They fall off a cliff into the river and float away unconscious while the antagonist makes another step forward in their game. Or get captured and hung in the cave to be eaten later like a certain Jedi. And if the antagonists surrender and the players decide to execute them make them detail it out in gory detail so they feel the emotion of it as well. Or perhaps the slaughtered orc's son watches on from the shadows vowing bloody vengeance someday. In FATE it is all about the story. While nothing is better than trying out your first game I found the Knights of the Night AP ([url]http://www.kotnpodcast.com/[/url]) to be very helpful in understanding what play and world building was like before trying it out. Their Dresden recording Rituals is fantastic and episode 29 is a good example of social combat. They bend and forget all sorts or rules, but it is a great example of how FATE runs. FYI, Dresden rules are a bit different than FATE Core, but not so different that it matters. [/QUOTE]
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