[RPG] Problems to look out for if you are a D&D group who play Fate for the first time

dungeons-and-dragonsfatesystem-introduction

Soon I will be hosting my first two games of Fate. One will be an intro-session with one GM and one player and the other will be a more serious gaming session with one GM and three players, which will probably contain multiple Fate sessions over the weekend.

The group has a lot of experience playing D&D (3e and 4e) and I've read the Fate rules to try and get a good understanding of how Fate is different. The first thing I will do in both of these occassions will be explaining the rules as good as I can to my fellow players and then we'll follow the Fate rules for creating a world and the characters in them.

However, we're all very used to D&D and its clichés, tropes and behaviours. There seem to be a lot of differences between playing D&D and Fate in terms of character, story and solutions to problems.

But are there any specific things that I (as GM) or the players need to look out for when making the switch from D&D to Fate? I'm specifically looking for traps that a D&D focussed group will fall into when trying Fate, not general problems you have the first time you play Fate.

Especially since the very first step of "create characters" seems to be vastly different between the two, if there's any pointers I can give the players at the start about how to think about their characters, that would be really helpful.

Best Answer

Here are pitfalls that I would watch out for:

  • Confusing Stress with Hit Points - Stress is not hit points. Stress is not damage. Stress is a measure of your ability to avoid lasting consequences from conflicts. Don't get hung up on the false equivalence of Stress and "damage".
  • Looking to the mechanics to drive the fiction - In Fate, the fiction drives, and the mechanics support it. Don't look for a menu of options on your character sheet, especially if you are coming from 4e. You can do whatever you want - the rules are there to support your story. The story does not come from the rules.
  • Expecting massive advancement - Fate, by default, is not a zero-to-hero experience. You start out pretty heroically competent and while you will change, you won't necessarily improve. A milestone might let you swap two skills - well, that's different, but could you really call it better? That's not what this game is about. Don't set yourself up for disappointment.
  • Worrying about character optimization - In Fate, it is usually better to make interesting choices in character creation than optimal ones. You may be coming from a very different game, where optimizing characters is almost the point of play. Fate is not like that. There is no reward for making an Aspect that cannot get compelled against you, in fact, the opposite is true - you'll be depriving yourself of Fate points in play.
  • Hoarding Fate points - Fate points are not a precious, rare commodity. You are supposed to spend them. If you get low, find opportunities to get them, usually via compels. They are supposed to flow - the Fate point economy drives a good chunk of the game.
  • Thinking failure means nothing happens - In d20 games, if your roll is high enough, you succeed, and if it's not, you fail. It's easy to interpret failure as meaning nothing happens as in: You failed to bash down the door. Nothing happens. Even in d20, this is probably not the right way to play it, but in Fate, it's explicitly wrong. Every roll of the dice means something happens, as in: You failed to bash down the door. But your pauldron is dented now, so here's a card with your "armor out of adjustment" aspect. Also, you made a ton of noise and hear from down the corridor the hissing sounds of suspicious serpent-folk.