Listening to a FitD actual play, and the GM is explaining everything upfront: action rolls, position, effect, stress, etc. As a result, all the worst tendencies of FitD are on display.
It's got me thinking: how would you introduce FitD to new players?
I'm asking because I think FitD is a game engine that really benefits from some system mastery, and only soars if players put a little bit of effort into learning their options.
(Aside: I think this is generally true of ttrpgs, including of ones where people think it isn't.)
Also, I think “to do it, do it” is underused advice for playing FitD characters.
@LariAssmuth Especially for a new player, you end up giving the impression that things are slow and complicated.
Thing is, I don’t think they are complicated, provided everyone has invested a little bit of energy in learning the basics. And I think the mistake is focusing on the mechanics…
@LariAssmuth … when you’re introducing someone to the game, rather than the fiction. The fiction tells you which action to take, it heavily implies both position and effect, it guides your decisions over pushing and seeking assistance.
So that’s what I’d focus on first. The fiction.
@LariAssmuth And coincidentally, you head off two of the other worst tendencies I see: attempting to optimise your dice pool, and falling back into planning instead of acting.
(There’s a link in here to @SidneyIcarus’ recent Action Path discussion, but I haven’t quite figured it out yet. 🤔)
@LariAssmuth (Also, I should've said: all this is just in my opinion. It's not like I'm any kind of expert!)
@SidneyIcarus I already know I want to begin with a race, but I need to think more about the on-ramp: what are the key concepts that need to be conveyed, and when. (Don’t think I didn’t notice that you introduced load right up front there!)
Lots to chew on.
@SidneyIcarus (Also, thank you for the compliment! Clearly I’m loving your work right now too! Would very much like to figure out a way to catch up.)
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