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2

In order to get your players to do things other than simply attacking and defending in conflict, it might be necessary to understand why this is what they are so focused on. I have played quite a few RPG systems as a player that have influenced my play style in Fate. The biggest influence has been D&D, which taught me that all I have to do in a fight is ...


4

Since advantages are just temporary situational aspects, one way would be to first guide your players to use whatever situational aspects you put on a scene and then point out that they can create their own by using advantages. Especially as situational aspects might be a bit more noticeable than other aspects in the scene for new players. (Especially if you ...


8

Create Advantage: Make opposition more potent In my own experience (somewhere about 20 games - mostly one-shots, though - GMed) the more potent the opposition, the more players are encouraged to make use of create advantage action. So, for instance, if a bad guy have his defence skill, which he uses to counter any attack action the players use, high enough ...


22

Summary: Negative aspects are easy "push button here" dispensers for Fate points, but spamming that button needlessly is boring at best. Two things need to be kept in mind: drama, and the Fate point economy. Being stymied or drained of Fate points by the same problem over and over isn't dramatic or interesting, so don't do it. But the Fate points must flow! ...


4

This answer is inspired by the one provided by BESW, and is the approach I intend to use. Start by writing up each ally on an index card and laying them out on the table. They can be used in two distinct manners: as an assistant and and as an actor. Either use flips the ally card over, making them unavailable until the next turn. As an assistant, an ally ...


2

Make the ally a temporary extra Give each PC an ally as an extra, or group the allies together into a resource which the entire party can draw on (Fate Core has examples of group extras). Here are some generic benefits the extra might grant the PC(s) (pick any or all of the following): Ally's stunts can be used as if they were the PC's own. Ally's high ...


6

I broke some skills for firefights up into Marksman (making direct attacks; basically the normal Shoot skill) and Maneuver. Maneuver was used to create advantage for cover, whether it was seeking cover or creating suppressive fire on enemies.


4

Ryan Macklin came up with a Survival skill in The Fate Codex Vol. 1 Issue 2. It replaces Notice, and is used for general awareness as well as the "duck and cover" skill to defend against "gunfire and other such attacks…" when taking cover. In this type of game Athletics can still be used to defend against ranged attacks, like when running from cover to ...


11

A couple grab-baggy ideas — Make perception operate defensively without making it something you roll for your defense. In order to use Athletics to seek cover/whatever before the shooter gets a chance to shoot at you, you first have to know the shooter is there/aiming at you. If you don't know the shooter is there/aiming at you, your defense is considered ...


3

Touching on what was mentioned in the comments from a previous answer, I think that if none of the existing skills work for you thematically, then you should simply create one. Call it Battlefield Awareness, as suggested, or Firefight Tactics, Spec Ops Training, Take Cover, whatever you think best describes the action the players should be taking when ...


9

Shoot ! If you absolutely need an opposed roll (something I think deserves its own discussion), why not try Shoot vs. Shoot ? In-universe justification ? The skill represents the character's combat training in gunfights situations, his ability to anticipate fire and position himself optimally. This opens the possibility to have Stunts such as Gun-Kata to ...


12

In my opinion, the base solution doesn't satisfy your preconceptions because of narrative problems. Shoot vs Athletics, as per core book suggestion. Did not work because it looked like a poor Matrix rip-off. Don't narrate it as a dodge... but rather like your third suggestion. Seeking cover. And the player has to be able to justify the cover in ...


4

Based on this meta question, I'm writing a new answer based on my improved understanding of the question. It seems like the PCs are spending their points, which is good. You're having trouble awarding points, so let's take a look at the specifics there. According to the book, there are only three ways PCs can earn Fate points (p.89): • Accept a Compel: ...


3

After a couple of comments, I realized I had one genuinely important thing to say on this topic: the way you stimulate the Fate point economy is to cost them Fate points! A tight economy is one they can engage with - one that demands to be engaged with! Your practice of awarding points outside of the specified refresh period is actually working against you. ...


14

Compel Situation Aspects Fate and the Fate point economy is all about Aspects. Short of houseruling something, you're stuck with that, sorry. The character's aspects are not the only ones in existence, though. The SRD states Just like with every other kind of aspect use, you can use situation aspects (and by extension, game aspects) for compels. ...



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