TableTop: Wil Wheaton Plays FATE CORE w/ Felicia Day, John Rogers, & Ryan Macklin

Geek & Sundry · 1.2M views · 2017 · 54:53

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Why Role-playing Games Stack Exchange recommends it

RPG Stack Exchange users link it as a real example of Fate Core being played, especially to show how the GM handles compels and how a one-shot session can work.

Recommended by 0 people across 0 different months, 2017 to 2018.

What it is

An episode of Geek & Sundry's TableTop in which Wil Wheaton plays a one-session game of Fate Core with Felicia Day, John Rogers and Ryan Macklin. Macklin, one of the system's designers, runs the game, so it doubles as a live demonstration of Fate Core's aspects, Fate points and compels.

What people said

Cites kvnhn · 2017-09 · Role-playing Games Stack Exchange · on “Is using compels to create aspects precedented and balanced?”

I recently watched an abridged playthrough of a one-session Fate Core game on Tabletop [this video] . In the session, the GM, Ryan Macklin, uses a version of compel I haven't seen before. Macklin essentially hands a player a Fate point and an aspect—potentially with free invocations and potentially temporary. The video calls these compels, but in my understanding of Fate Core, a compel can only be created by targeting an existing aspect; you can't create a new aspect with a Fate point. There are a couple of examples at 28m10s [this video] and at 29m01s [this video] . Now to be clear, I'm not arguing that I think Macklin broke the rules (if there are such a thing as "rules" in a game of Fate!). In fact, I r

Cites Noah Eadie · 2018-04 · Role-playing Games Stack Exchange · on “Being an experienced player in a group of new ones”

Have Them Run a Simpler System First I've run and played in a bunch of campaigns over the last five or six years, across different systems and with different levels of experience across players and GM. From my observation, new GM's that start with a simpler system have a much easier time learning the core values of running roleplay games in general (preparation, improvisation, storytelling, worldbuilding, interpreting rules, et cetera), which can carry them through learning a more complicated system. Inversely, I've found that GM's that start right off with D&D - even 5E - or a system of similar complexity can get thoroughly overwhelmed trying to learn all these skills at once, and might qui

Cites enkryptor · 2018-05 · Role-playing Games Stack Exchange · on “Is Fate Accelerated well-suited for a one-shot game?”

The rules say "yes" According to the playbook, you might play a single session game: When you sit down to play Fate, you might just play a single session. See Fate SRD, The Long Game [LINK] . Both FAE and Fate Core have Consequences and Refresh. In a single session game Refresh means number of Fate points for players to start with. Consequences aren't strictly tied to sessions, in the first place they are aspects caused by damage players' characters taken. Ouch! Damage, Stress, and Consequences [LINK] said that Moderate consequences clears at the end of the next session, and Severe consequences clears at the end of the scenario, provided it makes sense within the story . So they might last l