this post was submitted on 04 Jul 2023
18 points (100.0% liked)
rpg
3213 readers
56 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I'm a new GM for a Fate Core game and, as someone unfamiliar with Fate until now, I've realized the importance of player buy-in. Most of my players are inexperienced with TTRPGs in general, so they struggle at times to come up with creative ideas beyond the obvious. My confidence in running Fate occasionally wavers because I feel like I'm not fostering enough ideas and creativity. However, I understand that I may be expecting too much from players who have just finished a D&D LMoP campaign.
While Fate is rules-light for players, I sometimes find it challenging to grasp certain concepts. For example, I made mistakes with Contests, Challenges, and Conflicts during my first attempt, struggling to remember their specific workings in the heat of the moment. I've had to refresh myself multiple times on teamwork rules and how to handle NPCs. Even after reading the Book of Hanz, you don't truly know how things will feel until you actually play.
Nonetheless, I adore Fate and consider it my RPG of choice. The ease of character creation is a major advantage. I can simply ask players what kind of badass hero they want to be in a Buffy the Vampire Slayer game, and when they say "a detective who can see ghosts," we have a character with a stat and a built-in trouble, ready to go.
Ironically, I find GMing Fate to be a greater challenge than playing it, at least for me. However, I recognize that I still have room for improvement as a GM due to my limited experience and skills.
but I'm not that great a gm probably.