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Is it a “hot take” that FATE works best when you don’t over-think it?
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I know that the open-ended, descriptive quality of Aspects means that you can get some real elegant efficiency out of them, being useful while also being wide open for Compels by being loaded with implication, what the “Dresden Files” game calls “fuego,” but I’ve had the most fun running and playing FATE when we’ve spent minimal time crafting Aspects and more time playing. That sort of craftsmanship can be really satisfying. The thing is that character creation is supposed to be a mini-game, not The Game. And, I mean, you get 3 to 5 of the damn things. You don’t need to make each and every one a Fabergé egg.

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1 year ago