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Question About New GM Mistakes
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<blockquote data-quote="emile_woo" data-source="post: 6836279" data-attributes="member: 19255"><p>I am truly thankful for your advice everyone. </p><p></p><p>so if I'm reading correctly the main things are that this is not a D&D style game and the rules are not too important, and to keep the FATE points moving. as to the first point I think that is one of the things that has been bogging me down in understanding FATE. Rules are a good deal less important than a fun story. I have always said that but clung to the rules like a lifeline to keep the game going. I recently had a bad experience GMing at a Con and letting the rules get in the way of the fun everyone was having was a large part of the failure.</p><p></p><p>keeping the FATE points moving is kinda counterintuitive to me but I can see how it makes the story more awesome(as they are always saying you should in FATE Core)</p><p></p><p>Thanks again this is really helpful. I'll post again and let you all know how my game goes.</p></blockquote><p></p>
[QUOTE="emile_woo, post: 6836279, member: 19255"] I am truly thankful for your advice everyone. so if I'm reading correctly the main things are that this is not a D&D style game and the rules are not too important, and to keep the FATE points moving. as to the first point I think that is one of the things that has been bogging me down in understanding FATE. Rules are a good deal less important than a fun story. I have always said that but clung to the rules like a lifeline to keep the game going. I recently had a bad experience GMing at a Con and letting the rules get in the way of the fun everyone was having was a large part of the failure. keeping the FATE points moving is kinda counterintuitive to me but I can see how it makes the story more awesome(as they are always saying you should in FATE Core) Thanks again this is really helpful. I'll post again and let you all know how my game goes. [/QUOTE]
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