Saturday, September 7, 2013
The Lessons of Fate
We played Fate Accelerated today to fuel our modern day supernatural game. It was formerly powered by BRP, but we switched over as an experiment.
All in all we liked it. I think it will take a while to get used to the rules-light nature of the system. For example, since our game is primarily role-play with lots of social combat and scary things, we struggled at times to figure out a way to model persuasion, flirtation, intimidation, fear, etc. I wonder if David L. was on to something when he suggested an Apocalypse World hack, since something like Monster Hearts is all about social compulsion and manipulation.
Combat was easy-peasy to run. Very simple and very fast. Flawless.
Compelling aspects was a lot of fun. Unexpectedly, it was interesting to see players throw a wrench in one another's scenes by way of compels. In the hands of a particularly cranky player, compels could be very frustrating. However, it would largely be self-policing as that character might put himself at a disadvantage when he runs out of fate points to power his own stunts.
The biggest lesson I took away from today's session was that it's very important to take the time to create the setting and characters together. This process is outlined in Fate Core and I think it would add an awful lot to our gaming experience.
At the end of the session it was decided that we will take a break from the chronicle to regroup and to give me time to figure out the setting creation rules. In the meantime we will play some AD&D 2e. I have the first session already prepped. I am very excited to play, although we did lose one player who cannot stand D&D in any form.
Even if we do not ever pick up the "I want to live in Los Angeles - Not the one in Los Angeles" chronicle I will be satisfied. I had those characters in my head for a long time and it was nice to let them out, even if it was for only five sessions,