MarkB said: You really have to embrace the roleplay of the Aspects and the Fate Point system to get the most out of it, because its core mechanic is rather bland - roll four dice, add a modifier, and hope the other guy rolls worse, and do that every single time you do anything. But if you play up the Compels and the opportunities for teamwork, and the scene-building, it rises above that basic mechanic and gets a lot more interesting. It's just a bit of a leap for many players, and even GMs. Click to expand...

Funny thing is... With my group, one of the rules of the group is that everyone has to have a game to run. So, everyone is a GM. We meet every Sunday and vote in two people to GM for the day (sometimes we have a wildcard in the form of a board game or something), that way each GM for the day still gets a chance to be a GM. With this is mind, it seemed like Fate would be perfect. But so far they've each been a stick-in-the-mud when it comes to the idea of cooperatively creating the world, and that's the one thing I'm REALLY itching to do with Fate.While I wouldn't completely say that Fate is simple, I think the rules are easy to grasp. Hell, it encourages creativity and I've enjoyed watching them make characters with shared history. But they always seem to have trouble accepting the... I guess you could call it 'freedom' the game gives the players. With my Dresden game, there were times I practically beat them over the head with how I used the rules so that they'd learn from example. I compelled the hell out of them, yet they hardly used compels as part of their arsenal. Sigh. I'm hoping with my heavy metal game they'll grasp it better.