Originally published at Now Is A Long Time Too. You can comment here or there.

I’ve recently begun running a new campaign. Instead of the d20 rules I’ve been using for the last while, I’ve moved on to using Fate 2.0. While the pros and cons of the system are still being ironed out, and we’re still learning it, the campaign itself is off to an excellent start. It’s set in a previously unplayed-in area of my campaign world, in the midst of a war between two island nations.
Nina has written up the first session as proper narrative, and it’s well worth reading: Chapter the First. She attaches a disclaimer that this is a narrative writeup, not an attempt to produce anything polished, but it’s still better than anything I could produce. Go read it!


From: [identity profile] tdo-ie.livejournal.com


What did you think of the Fate rules? They sound great but I've never been able to convince my group to use them. (One of our players is so dogmatically against anything related to Fudge, it drives me up the wall)
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From: [identity profile] gothwalk.livejournal.com


I think they're absolutely fantastic. They go a long way toward enabling the style of play that I prefer, heavy on the narrative, light on the numbers. The only bit I'm missing is some built-in system to handle magic, but we're working out acceptable ways to manage that.

We're still getting the hang of what can be done with Fate Points, but there've been a couple of occasions so far where someone has handed me a token and said "Happening to be passing by, I say..." or the like. I'm sure there'll be more interesting applications as we go.

From: [identity profile] tdo-ie.livejournal.com


Even before Fate, Fudge was pretty good at doing the narrative thing.

I've been itching to play Fate since it came out. I particularly like Dynamic Challenges (is that what they are called, can't remember exactly). Have you had a chance to use them?
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