My Fearful Symmetries campaign has come to an end.
Izabela’s player has decided that she doesn’t want to continue with the game. Seeing as it’s a two-player game, and the two players are husband and wife, that means the game stops.
What happened? Well, I mentioned last post that Izabela was probably going to be retiring, because her player and the magic system didn’t really click. Upon spending some time thinking about what other sort of character would be a good fit for the game, but less mechanically complex to play, Penny came up with a concept she really liked. Then she started thinking about building the characters and said, basically, “Ugh. That means that I’ll have to come up with Aspects.”
She took that as a good indicator that her dissatisfaction with the system went beyond the complexity of the magic system. And, given that she wasn’t enjoying the game, and didn’t like the way the system worked, she very rightly decided that she should bow out of the game.
Now, I happen to love the system, but I can see why she doesn’t. There’s a certain level of meta-thinking that goes on when using the Aspects and whatnot in the game: places where you have to stick your head above the character-immersion waterline and look over your Aspects and your Fate Point totals and create something new on the fly that will apply to a given situation. I think that, for some people, it quickly becomes transparent, and builds a very cinematic style to play. But if you don’t click with the system, you don’t click with it, and you never get to that point.
This is an important point that I have had to learn over and over through my gaming life: not every system is a good fit for every player, or for every game. Some players like more, or less, or different structures to the games they play, and if the rule system doesn’t fit for them, then every time they have to use it, it breaks them out of their happy gaming place, and frustrates them. When it gets too bad, they stop playing.
So, yeah. That’s that.
I want to thank Clint and Penny for playing. We had a good run: 15 sessions, nearly a year of play, and some good, memorable moments.
It’s been fun.