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Fate Accelerated GM tips

L'ennui

Magister
Joined
Apr 6, 2009
Messages
3,256
Location
Québec, Amérique du Nord
This coming Saturday I'll be GMing my first FATE Accelerated game with a few friends, some of which have never even played a tabletop RPG.

Partly the reason I chose this system was I wanted them to get a good narrativist footing that they can also transplant into other crunchier systems later on if they want; starting with crunchy systems right away seems to lobotomise players into min-maxing munchkins right from the start and its hard to undo that afterwards.

Anyways do any of you have experience with this system? If so, what are your personal "best practices" as GMs? I'd welcome any useful tip. Thanks in advance!
 

L'ennui

Magister
Joined
Apr 6, 2009
Messages
3,256
Location
Québec, Amérique du Nord
We improvised a post-apoc setting and I winged it from there. It was great! One player is a big Pathfinder, DnD & 40K guy, the two others were total virgins, newcomers to tabletop RPing. Everyone got the basics down very fast and we went straight to the action. Speaking of which, FATE is very good for cinematic, tense and action-packed scenesetting. It was just a blast, we all agreed we'd carry this forward.

No thanks to you, fuckers! :P
 

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