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Mirko Froehlich
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Collaborative game creation vs. ready-made settings?

My (D&D) gaming group has agreed to let me run a Fate one-shot soon. I'm hoping that after getting a taste, they'll be interested in a longer-running campaign at some point. I'm torn on whether to collaboratively create a setting from scratch or to go with a ready-made setting.

On the one hand, I really like (and own) a lot of the material out there. Evil Hat's Worlds of Adventure are fantastic, and I'm also intrigued by some of the larger settings out there, such as Atomic Robo, Baroque Space Opera, Bulldogs, Mindjammer, etc. In addition to the settings themselves, a lot of these supplements provide convenient and well-adapted rules such as magic systems and skill lists. On the other hand, the idea of collaborative setting creation appeals to me, and I think my group could get into this as well.

Right now I'm leaning towards creating the setting together (at least the overall issues and such), and then liberally borrowing appropriate subsystems, skill lists, etc. from the various supplements. That means that setting creation and character creation would have to happen during different sessions, but that seems fine.

How do others handle this?


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I just received my package from the recent The Dark Eye kickstarter, and figured I'd take this opportunity to start my series of blog posts about the RPGs I've played. This was the game that got me into RPGs back in the mid-80s.

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I just received my package from the recent The Dark Eye kickstarter, and figured I'd take this opportunity to start my series of blog posts about the RPGs I've played. This was the game that got me into RPGs back in the mid-80s.

Does Fate's static turn order (based on Notice skill in Core / Quick approach in FAE) ever cause friction in your gaming groups? I'm interested both in actual game dynamics challenges (such as players predictably executing up the same "combos" in each conflict), as well as hypothetical concerns raised by the group.

Have you experimented with other turn order systems, e.g. by adding a dice roll to the skill/approach check, or using "popcorn" / "dramatic" initiative?

I'm asking because I'm planning to run a one-shot Fate game for my D&D group soon. Most of them come from a pretty crunchy, tactical background, and I have a feeling they'll question Fate's static turn order as being too predictable.

Just curious if any of you have run into such concerns, and how you have addressed these with your group.

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Cross-posted from the Fate Accelerated community. Should be easy to adapt to Fate Core (in fact, I may do that eventually).
In case anyone else owns the customizable mini GM screen by Hammerdog Games, this may be useful to you: I just created a set of FAE inserts for this screen. More details and links to the PDF / Apple Pages doc in my blog post.

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In case anyone else owns the customizable mini GM screen by Hammerdog Games, this may be useful to you: I just created a set of FAE inserts for this screen. More details and links to the PDF / Apple Pages doc in my blog post.

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Thanks for the Patreon shout-outs in the last few episodes. I almost feel bad for having such a difficult-to-pronounce German last name, but I have to give props to +Sean P Kelley for doing a good job with this regardless. :)

I recently got back into playing RPGs after taking a 16 year break, and today I decided to blog about my experience:
http://rpg.digitalhobbit.com/2016/07/03/getting-back-into-the-hobby/

I've heard from several folks who took similar gaming breaks (though perhaps not quite as long), and I believe Sean mentioned he didn't play RPGs during his time in the military.

Perhaps this could be an interesting topic for a future podcast?

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Thanks for the Patreon shout-out during the last episode!

You asked for more info about myself. Rather than typing up a bio, I figured I'd take this opportunity to write a blog post I've been meaning to write for a long time, about getting back into the RPG hobby after a long (16+ years in my case) hiatus. That should tell you a bit more about my background:
http://rpg.digitalhobbit.com/2016/07/03/getting-back-into-the-hobby/

I've heard from several others that got back into RPGs after a long break. Perhaps that's even worth exploring as a future podcast topic?

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Mossy trees at Windy Hill
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I'm curious what your thoughts are on ghost / alias clips. To me, this feels like a crucial, yet often missing feature that determines my choice of DAW. In many ways, I would much rather use Ableton Live or Bitwig Studio, but the lack of alias clip functionality annoys me, so I'm currently using Logic instead.

I discuss this in more detail in my blog post:
http://music.digitalhobbit.com/post/108475643022/why-the-lack-of-alias-ghost-clip-functionality

How do others feel about this? How do you work around this?
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