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6:55 PM
@kviiri ooh. Sorry, I feel for you.
 
@doppelgreener Well, it's my own fault really. I should've known when to stop. And I'm still friends with everyone involved and I guess I'm gradually mellowing out, so things have turned out fine.
I appreciate your kindness though :)
 
That's good.
Sounds like a learning experience.
 
Yea. One big lesson is that as a rather active GM, I have a relative freedom in my pick of players :)
No need to bang my head against the wall that is my traditional RPG friends.
 
 
1 hour later…
8:19 PM
Well, I've contacted the guy who I mentioned earlier, the one good with constructive feedback and all.
I'm going to ask for a lot of input regarding what sort of world he wants to play in and what brand of agency he'd like.
 
cool!
By the way, what kinds of things shied you away from pursuing a game with a ship?
I won't try and "fix" it (though I might have constructive feedback on how I might handle certain things)
 
@doppelgreener I feel the ship'd need mechanics of its own, perhaps to the point of being a character of its own
Or at least a big ol' pile of aspects :)
 
gotcha
probably i'd pick like, 3-4 basic ship traits and have players assign +2 +1 +0 to them as skills, then when you're doing Ship Things you add the relevant ship skill to their roll
 
Yea, I thought about something like that. It'd probably work just well, but as I'm quite new to Fate I want to start smaller :)
 
no problem with that :D
 
8:26 PM
Another thing I thought about was having just many aspects for the ship. Stuff to invoke/compel when doing stuff with the ship. Ultra-sensitive Controls, Patchwork Reactor, Twisty maze of corridors and such.
Those would've accomplished a lot already, I believe, but I think it could've gone too far too fast. Aspectitis, you know :)
 

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