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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 ...


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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 ...


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I'd say "Show them!" is the best you could do. The bad guys have all the options as well. Let them use Create Advantage and Overcome to their advantage and let the players figure it out. My players learned to use these "obscure" actions, when the Evil Spirit Ninja created the aspect "I'm to fast for you to even attack me!" on himself. This (being an aspect)...


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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 ...


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