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As the others have said, talking to your players about what they enjoy and consider "too much" is practically essential. But be prepared for the possibility that some may say they're not interested in playing this way. "Collaborative" play is broadly popular right now, but there are some of us who, when in the (non-GM) "player" role, want to interact with ...


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The biggest and most important part of this advice is the following: Talk to your players! If nothing else about this answer helps, remember that. Before you begin springing improvisation on your players, sit them down- all at the table before you begin your next session- and pose the question. "Hey guys, I think we're all pretty good roleplayers, and ...


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Communication is your best weapon I think the obvious answer here is, as the divine godlike GM that you'll be to them; your best weapon is communication. TALK to them; your players. Their input is your best resource. Get them all together and provide them with a choice. Explain to them your ideas for a cooperative narration of planets, history, important ...


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Hack Apocalypse World In my unreleased Apocalypse World superhero hack, each playbook includes a move that allows the PC to have some degree of retroactive narrative control. Retconning happens all the time in comics, and as my hack's goal is genre simulation, retconning needed to be baked-in. For example, The Detective playbook has the following move: ...


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As an alternative, you might consider checking out the Cortex Plus Hacker's Guide. It's substantially cheaper ($20) and includes not only the rules for Leverage (which is Cortex Plus Action) but also a lot of advice and examples for manipulating the mechanics to fit your play style. It also contains the rules for Cortex Plus Drama (the basis for Smallville) ...


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You already mentioned a good one, FATE Core is probably the next best thing aside from the Leverage System. You already have a really cool way to introduce complications and allow players to do flashbacks with the fate point system. Say in one scene a security guard is about to check the room one of your players is in, another of the players says "When we ...


3

Aspects are true all the time. You pay for an aspect when you want it to have mechanical consequences (i.e. when you want it to have an effect on the story). Yes the soldier might recognize him. If he wants to use that recognition to get the soldier to do something for him, then he needs to pay. Courtoorm Conspirator He would easily be known at the court, ...


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Caveat: You say you want to run a lethal game, but what do your players want? Rememeber that everyone's there to have fun, and some players may not enjoy investing lots of time and effort creating a character, only to lose it. From this point on, I'm going to assume that you've discussed this with your group, and that everyone is already on board with ...


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All of the fluff about narrative and story aside, Fate, like all other RPGs, has a mechanic for death; if you get taken out of combat and your opponent wants you dead, you're dead. Regardless of how anyone may feel about what death actually means in the greater scheme of the story, the rules themselves are pretty simple. So, how do you make Fate "deadly"? ...


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The SRD says... This may seem self-evident, but it should be called out anyway—the aspects on your character sheet are true of your character at all times, not just when they’re invoked or compelled. [...] Inserting these kinds of aspect-related details into your narration can help your game seem more vivid and consistent, even when you’re not ...


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In Fate Core you invoke aspects to improve rolls or passive opposition The Fate Core rules are clear about this. Invoking an aspect is described on FC 68 and gives the following things you can do when you invoke an aspect: Reroll all your dice. Pass a +2 benefit to another character’s roll, if it’s reasonable that the aspect you’re invoking would ...


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I'm going to create a completely system-agnostic answer here, but it will probably apply to you, especially considering the example of A Song of Ice and Fire. The reason that characters can drop like flies, even semi-randomly, in A Song of Ice and Fire without it detracting massively from the story, is because the story isn't about them. If someone whose ...


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I agree that sudden character death is mostly boring. It is the threat of sudden character death that makes a story interesting. Unfortunately, that threat has to be real, otherwise it won't have any effect. Players will soon stop believing you if you say they could die any moment but they just don't. One mechanism I used for a cyberpunk Fate game I'm ...


1

Let's see... looking at the things one can do with aspects: Compel them, Tag them, invoke them, justify a narrative declaration with them... Aspects also are already a declared narrative truth if worded correctly. (see p. 76.) The general guideline should be: "does this amount to a narrative declaration?" and "does this bypass what should be rolled for?" ...


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Fate rolls and mechanisms are not about what happens. They are about who gets the right to tell what happens. If you win a fate roll, you get to tell what happens. If you fail, your opponent gets that opportunitiy. Aspects somewhat constrain that ability by defining established "truths" about the world. The story you tell must not contradict existing ...


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There's a distinct demarcation in games between the Player and the Character. And in most games when such things come up, it's relegating the player to the same position as the character- and trying to force the player to solve problems is if he is the character. There is nothing wrong with that approach, in any game. And there's also nothing wrong with ...


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Players working together like this is normal and expected. It's all fine as long as the player with the present PC is not bothered by the input from the other players and has the final say. Fate Core, page 4 Both players and gamemasters also have a secondary job: make everyone around you look awesome. Fate is best as a collaborative endeavor, with ...


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The problem here began long before the player ran out of Fate points, when he took an aspect to solely represent his father's sword and expected to use it on virtually every action just to represent the utility of having a sword. Fate Core, on the "Intro to Choosing Aspects" on page 36 says of choosing aspects: Aspects which don’t help you tell a good ...


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I would suggest that it might be a problem with the way the character is created. An aspect is sometimes beneficial, and is sometimes detrimental, and sometimes has mechanical effect at all. A stunt always provides a clear and reliable mechanical bonus. So, if the sword in question was supposed to be unquestionably better than other swords in all ...


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The important thing your player must understand is that the sword does not give him an ongoing bonus because his roll isn't about if he can hit with the sword. His roll is about if he gets to tell a bit of the story about the swordfight in question. There's a free bonus (free invoke) for people who create new story elements (create advantage), and a paid ...


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Fate is about narration, not simulation I think the first thing you have to understand here is that Fate, unlike many other popular rpgs (for example D&D) is about narration, not simulation. So the proper question is not, "What makes most sense in real world terms when someone falls from zone 1 or zone 2?", but rather, "What makes most sense in terms of ...


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You start at the beginning: Fate points represent those moments in the fiction when an Aspect of the story becomes prominent. If you're spending a Fate point on "My Father's Sword," it's because the fact that the sword was handed down to you is particularly relevant in this scene. As a result, spending them on the first three swings in combat might not have ...


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It sounds like your player is having trouble distinguishing between using a sword and getting extra oomph because it's a better sword than the average one. Item based advantages in any game are tricky because it's points that can simply be taken away if they're disarmed. Speaking of which, you might want to talk to him about reorganizing his character ...



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