
Update: Unfortunately, I have to cancel this game. I have a funeral to go to on Wednesday that I believe will last until after our start time. Many apologies for this. I'll check my schedule to see when I'm next available to run it. /Matt /////////////////////////////////////////////////////////////////////////////////////////////// Hello Everyone, I ran two games of "Learning to Play Fate/Learning to GM Fate" for 2 sessions each in 2017. My schedule has opened up to allow for a single session, tentatively scheduled for Monday, February 26, 6:30PM PST (GMT-8) . Wednesday, February 28 may also be an option . Updated: Wednesday, February 28, 5PM PST (GMT-8) Updated: Friday, March 30, 6:30PM PDT (GMT-7) ”Learning to Play Fate/Learning to GM Fate” Syllabus This will be a single session one-shot “how to” course on Fate. Players new to Fate are the target demographic as well as those interested in GMing since we need more Fate GMs! While fun is appropriate, we’ll be covering a lot of ground and won’t have too much time to actually do much roleplaying. Reading the rules, available on Fate SRD , would be extremely helpful, as would review of the subjects outlined below. Familiarity with Roll20, via the excellent provided tutorials, would also be extremely helpful. The session could involve Round Robin GMing (depending on whether we speed through setting creation), with each participant having their own PC and taking on the GM role at least once during the 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" , "Yes And" vs "Yes But" , GMing on the fly, Sandbox vs. Quest playstyles, Kickers and Bangs , and more. The Agenda for this 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