Fate is one of my all-time favourite RPG systems, but after a hundred or so games, there are plenty of things I’ve learned to dislike. Perhaps the thing I dislike about GM’ing it the most is how often you’re required to say “No” to players. There are so many calls to be made in Fate – stunt balance, compel penalties, the legitimacy of invoking an aspect – that the book gives a little guidance for, but mostly leaves for each gaming group to work out on their own. And whilst table consensus is usually the best way to make those calls, the players have a conflict of interest, because they always want their characters to be awesome. That pitches the GM into the position of naysayer, if any semblance of balance is to be preserved.
Antagonistic GM’ing isn’t my thing. I’d far rather manage storytelling collaboratively. So rather than shutting down players with a “No” over and over again, I’d far rather teach them how to get me to say “Yes” – to approach the distinct elements of Fate with the same mindset that I do. That way, everyone is on the same page, which makes telling a story together that much easier. Continue reading