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Any you fa/tg/uys played diaspora? Enjoy yourself? End up hating it?
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Any you fa/tg/uys played diaspora? Enjoy yourself? End up hating it?
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>>46977412
No, but I've always wanted to play it.
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>>46977412
Yes I have but only for 3 sessions as the guy running found the amount of knack/fate/fudge descriptor things that give you bonuses overwhelming.

I enjoyed what he ran, I particularly love the collaborative building of the sector of space at the start, I thought that was probably one of the most wonderful things I've ever seen in terms of the whole group creating the game world, A+.

I personally enjoy the Fate/Fudge mechanics but nobody else in my group does so I never get to play it or any other fate stuff which is a shame.
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>>46977412
Some people get along with Fate, others don't.

Beyond that, Diaspora has THE best space ship combat you'll find.

The setting is pretty cool. Hardish SF.
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Never played, but I did adapt its system mechanics for collaborative worldbuilding.
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Haven't ever actually played the RPG, but used the worldbuilding for some other sci-fi games ranging across systems. It's a really fantastic book, and I do love the setting.
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>>46980501
>Beyond that, Diaspora has THE best space ship combat you'll find.

I played one session. Hated FATE. Enjoyed the idea of creating the setting.

Came to space combat. I switched off. I couldn't fucking understand it. What the fuck. I mean, I can grokk Traveller 5 for fuck sake! Seriously. I'm the guy who weeps at the lack of THAC0 in contemporary D&D. But Diaspora space combat left me puzzled and cold.

Probably the group and person running it more than anything, but there you go.
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>>46980501
I don't have much experience with FATE - what makes it so divisive?
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>>46982493
Meta rules instead of world simulation.
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>>46982493
People can create aspects, which they then tag. A reasonable interpretation of this is "the players help to set the scene." Naturally, detractors' interpretation is "players can alter reality!"
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>>46982493
Aspects. Some people like the way they work, but I feel like they're an overly clunky way of handling something that every system I can think of uses: situational advantage.
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>>46982493
The idea of it is great, but rolling dice that basically always result in a zero (from -4 to +4 on a curve) turns into a series of lame attempts to mouse the system for bonuses. Every player's action ends up as a fishing expedition for numeric advantages thinly disguised as narrative trappings.

Your mileage may vary.
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