
Hello Everyone, Is there any interest in a "Learning to Play Fate/Learning to GM Fate" mini-campaign, for 2-3 sessions? It would involve Round Robin GMing , with each participant having their own PC and taking on the GM role at least once during each session. The System would be Fate Accelerated Edition for simplicity. The Setting would be determined collaboratively ala something akin to A Spark in Fate Core by Jason Pitre. Characters would be built as play progressed. High Concept and Trouble would be defined first, then other Aspects, Approaches and Stunts defined during play. Things to be learned over the course of the game as they come up in play: Fate Basics: Dice rolling 4dF , the Ladder , Aspects , The Four Actions (Create an Advantage, Overcome, Attack, Defend) , Fate Points and Refresh, The Four Outcomes (fail/succeed with serious cost, tie/succeed with minor cost, succeed, succeed with style) , Stress Tracks , Shifts, Consequences , and Conceding For Players: Making a character , Aspects, Approaches, Stunts , and Kickers (from Kickers and Bangs) For GMs: Creating adversaries and NPCs , Using Compels, "Say Yes or Roll the Dice" "Say Yes or Roll the Dice" , "Yes And" vs "Yes But" , GMing on the fly, Sandbox vs. Quest playstyles, Kickers and Bangs , and more. The Agenda for the first session (very rough) Brainstorm genre, setting, defining setting Aspects Brainstorm on character archetypes and Aspects Choosing which player wants to play what Create High Concept and Trouble for PCs Start the game in the initial situation Round Robin GMs, with everyone taking a turn Let me know if you are interested. /Matt