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Code monkey and single parent of a teen and two dogs by day. He/him.

Interested in though more as a player/GM than as a designer (though I enjoy hacking games). Currently running an online 1920s FATE game inspired by Changeling: The Lost.

Excited by , , and cute pictures of .

In the end we just went with what felt right and came up with the last aspect freeform but I was wondering about other people's experience with that sort of mechanized tying of player backgrounds together. Are there best practices for coming up with dynamic situations that involve 3 (or more) parties? Or do you just let the players muddle a reason why they are all together for games that don't have a strong linking situation?

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Tried doing the FATE Core phase trio as part of character creation last night for my game and found it somewhat awkward as written. The basic approach is each player comes up with a mini first adventure type story and then two other players 'guest star' in it complicating the situation or helping resolve it and all three players get a character aspect from it. We found that having one guest star hit the sweet spot for us but that trying to include two felt like it was shoehorning it in.

I'm pretty sure I'm going to have to fire a player having completed our setting and character creation sessions for my online FATE game. Not for egregious bad behavior but rather a focus and interests mismatch as well as being mildly disrespectful to other players (constantly interrupting and being very self-focused).

Decades of geek social fallacies make me feel that I'm a bad person for even considering this.


Code monkey and single parent of a teen and two dogs by day. He/him.

Interested in though more as a player/GM than as a designer (though I enjoy hacking games). Currently running an online 1920s FATE game inspired by Changeling: The Lost.

Excited by , , and cute pictures of .

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