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Added a small consideration I forgot to mention
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I am planning to run a solo Fate game inspired by videogames (Legend of Zelda in particular, since I've been playing that a lot) and their long progression from a no-name hero to a world saviour. It is intended to run for a long while, and as such I'd like to leave a lot of room for character progression during the game. One of the ways I plan to achieve this in is starting the character at a low level - one +2 skill, two +1 skills, three or maybe four aspects (including the core and trouble ones), one or zero stunts. Refresh would stay the same, however.

There's another, albeit small, consideration to the reduction of power and complexity - the player is new to Fate Core and hasn't played a lot of RPGs in general. It would help me ease them into the game, but I know they won't have a problem with a fully-fledged character normally if need be.

Usually starting skills and abilities serve to differentiate different characters within the party, and in this case it won't be a problem. However, I am worried that I haven't foreseen other problems with that approach, such as the player feeling powerless or bored with rolling the same things over and over. So my question is - are there any problems with the approach I presented?

I am planning to run a solo Fate game inspired by videogames (Legend of Zelda in particular, since I've been playing that a lot) and their long progression from a no-name hero to a world saviour. It is intended to run for a long while, and as such I'd like to leave a lot of room for character progression during the game. One of the ways I plan to achieve this in is starting the character at a low level - one +2 skill, two +1 skills, three or maybe four aspects (including the core and trouble ones), one or zero stunts. Refresh would stay the same, however.

Usually starting skills and abilities serve to differentiate different characters within the party, and in this case it won't be a problem. However, I am worried that I haven't foreseen other problems with that approach, such as the player feeling powerless or bored with rolling the same things over and over. So my question is - are there any problems with the approach I presented?

I am planning to run a solo Fate game inspired by videogames (Legend of Zelda in particular, since I've been playing that a lot) and their long progression from a no-name hero to a world saviour. It is intended to run for a long while, and as such I'd like to leave a lot of room for character progression during the game. One of the ways I plan to achieve this in is starting the character at a low level - one +2 skill, two +1 skills, three or maybe four aspects (including the core and trouble ones), one or zero stunts. Refresh would stay the same, however.

There's another, albeit small, consideration to the reduction of power and complexity - the player is new to Fate Core and hasn't played a lot of RPGs in general. It would help me ease them into the game, but I know they won't have a problem with a fully-fledged character normally if need be.

Usually starting skills and abilities serve to differentiate different characters within the party, and in this case it won't be a problem. However, I am worried that I haven't foreseen other problems with that approach, such as the player feeling powerless or bored with rolling the same things over and over. So my question is - are there any problems with the approach I presented?

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Would having a Fate character start at a lower level in a solo game pose problems?

I am planning to run a solo Fate game inspired by videogames (Legend of Zelda in particular, since I've been playing that a lot) and their long progression from a no-name hero to a world saviour. It is intended to run for a long while, and as such I'd like to leave a lot of room for character progression during the game. One of the ways I plan to achieve this in is starting the character at a low level - one +2 skill, two +1 skills, three or maybe four aspects (including the core and trouble ones), one or zero stunts. Refresh would stay the same, however.

Usually starting skills and abilities serve to differentiate different characters within the party, and in this case it won't be a problem. However, I am worried that I haven't foreseen other problems with that approach, such as the player feeling powerless or bored with rolling the same things over and over. So my question is - are there any problems with the approach I presented?