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Killing In The Name Of Advancement
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<blockquote data-quote="Ratskinner" data-source="post: 7743424" data-attributes="member: 6688937"><p>::shrug:: Who knows?* I mean, statistically "level-based games" is going to be dominated/conflated by D&D. I'm also not sure that its as necessary for Fate and its ilk, as the "plot" seems to move/resolve faster as well (IME, at least). I'd also suspect that Fate and the like would support much more episodic play. That is: we all show up and resolve the plot equivalent of an entire D&D adventure in one session, rather than 3 to 5. What that might mean WRT this advancement question....I dunno. (Also, default Fate does have advancement, you just don't start as the clueless farmboy.)</p><p></p><p>I think the longest Fate campaign I've run lasted around 10 sessions. Its unusual, IME, for a decent campaign idea or story arc to take longer than three sessions (~12 hours) of Fate to resolve. With one big exception for mysteries! It seems like every system, even Gumshoe, grinds to a crawl for mysteries because the players spend so much time ruminating and talking about clues, rather than going out and getting more. (Although, Gumshoe at least tries to make sure that they always have the capability of doing so....most other games seem to stall on "What the Frell to do we do now?" because the DM didn't communicate the importance of some clue properly.</p><p></p><p>*A similar issue with Fate and many other "Indie" games is that they seem to be mostly played and playtested with groups of 2 to three players. Things can get wonky when you try them with 5 players at table.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7743424, member: 6688937"] ::shrug:: Who knows?* I mean, statistically "level-based games" is going to be dominated/conflated by D&D. I'm also not sure that its as necessary for Fate and its ilk, as the "plot" seems to move/resolve faster as well (IME, at least). I'd also suspect that Fate and the like would support much more episodic play. That is: we all show up and resolve the plot equivalent of an entire D&D adventure in one session, rather than 3 to 5. What that might mean WRT this advancement question....I dunno. (Also, default Fate does have advancement, you just don't start as the clueless farmboy.) I think the longest Fate campaign I've run lasted around 10 sessions. Its unusual, IME, for a decent campaign idea or story arc to take longer than three sessions (~12 hours) of Fate to resolve. With one big exception for mysteries! It seems like every system, even Gumshoe, grinds to a crawl for mysteries because the players spend so much time ruminating and talking about clues, rather than going out and getting more. (Although, Gumshoe at least tries to make sure that they always have the capability of doing so....most other games seem to stall on "What the Frell to do we do now?" because the DM didn't communicate the importance of some clue properly. *A similar issue with Fate and many other "Indie" games is that they seem to be mostly played and playtested with groups of 2 to three players. Things can get wonky when you try them with 5 players at table. [/QUOTE]
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