Have any of you had success with a longer-term "campaign" game in either Fate Core or FAE?posted a discussion about long term advancement recently, and my question is really just a broader version of RDD's discussion. If you've run a long campaign of months or years, what was the secret to its success? I'm still not quite buying that FAE and even FC only lend themselves to short campaigns or single arcs.
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- /subSep 23, 2015
- #Jadepunk I've switched the upstat to the highest tier of milestone, swapping it with increased refresh. The plan going forward is to have a minor milestone at the end of every session but to be far more sparing than the default rules with the other two types of milestone.: Sounds like a good item to me, it's similiar to the approach I've adopted forSep 24, 2015
- I was going to jump in with general "how to keep a system fresh after 30 sessions" advice, but it seems like the only problem you're really having is with the Advancement rules. And that's something I can't really help with.
See, I've been running a Fate Core campaign since Fate Core came out (about 25 sessions so far), where the Advancement rules are very sensible. Between the obligation to maintain the pyramid, the prohibition of raising the skill cap outside Major Milestones, and skills representing much narrower islets of ability, the rate at which characters get better is pretty much perfectly balanced. Fate Accelerated, and by the sounds of it Jadepunk too, are not balanced.
I ran some numbers and calculated that for a Fate Core character to raise their peak skill by 2 (from +4 to +6) takes an average of 31.25 sessions. For a FAE character to increase their peak skill by 2 (from +3 to +5) can take as little as 4 sessions.
If you have a problem with this - and I think you're right to, "Fate is about the story" platitudes aside - then you will need to hack the system. Would love to know what you come up with.
More generally, on how to run a game for characters with very high stats: this is a problem I'm starting to run up against in my game, and I don't have an easy answer. The obvious one is to say, "never have them attack/defend against an active opposition that's not approximately their equal, don't bother making overcome rolls except for difficulties that will actually challenge them", but I've had difficulties with advantages in particular. Players expect to be creating the same advantages they always have, at the same difficulties they always have, but after a few dozen sessions, success-with-style becomes the new routine. I'm not yet sure how to deal with this without arbitrarily raising difficulties - I've tried various methods of increasing the GM's stockpile of fate points as a counter-weight, but it hasn't gone so well. The solution might simply be to throw players into situations where their opposition is equally content to stockpile SWS advantages, or just have free invokes already prepared on the situation aspects of dramatic scenes. That, or encourage players to take super stunts that trigger when you succeed by 6 or more, so it's clear we're playing on a different level.Sep 25, 2015
- I've handled it by making the Approach increases the province of the highest level milestones and being more sparing with the amount of milestones that I'm awarding.Sep 25, 2015
- Just to clarify why I'm even concerned about long term. I'm a system jumper. I like shiny things. The group does too, to an extent, but the grumblings over never really getting to high levels in any given system are accumulating. For a while, the running joke for any d20ish endeavors was "oh! we're 5th level! Time to change campaigns!" and this wasn't a baseless jest. Much of that is my fault for being fickle, so I'm trying to stick with something this time around.
I'm in love with Fate mechanics and the emphasis on narrative, although my actual play experience with it has been very limited and then it was in the DFRPG, which frankly has a lot of issues that our group didn't care for.
So I'm moving toward a Fate/FAE "campaign" and actually wanted it to have some legs this time. I want to home brew a setting and then hopefully "bring it to life" as a collaboration, so if we invest the time and creative energy into it, I don't want to then shelve it just as it's starting to flourish as a setting.
I'll admit the idea of generational characters (i.e. gen 1 group retires and gen 2 group takes over) is very appealing, but that's punting on the issue in many ways since it's no longer the same characters.Sep 25, 2015
- I do opt to switch it up every once in awhile. We've taken short breaks from the main campaign to run another system, sure.Sep 25, 2015
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