I've been running a Tintamar campaign since the beginning of the year. So far, it has gone well - except for the combat system.
I'm definitely going to have to mod that (a lot). What happens is whoever shoots first stuns the other guys who then never get to act. Don't bother to reply that that's what "reality" would be, this needs to be a fun game and either the bad-guys are faster, in which case they win, or the players are faster and they win. Combat can be reduced to see who has the highest initiative on the 1st round... they win...move on to the next scene if the players win, otherwise roll up new characters since everyone is dead or captured.
I made that mistake the first time I ran a play-test of my adventure, I didn't realize that a Stun RR should have been used, which would have changed combat completely.
It says "Stunned: If a target is stunned, they may not attack, although they may still parry melee attacks using up to one half of their Offensive Bonus. This parry is resolved in the same manner that a Full Parry is resolved. Any other action requiring a Maneuver roll receives a modifier of -50. Actions that do not require Maneuver rolls, such as swallowing medication, do not suffer penalties. Movement is limited to one-half BMR, maximum Pace of Run.
When a character receives a result that says that they are Stunned for one or more rounds, the character will make a Stamina-based Resistance Roll. They must equal or beat a RR of 100 or they are stunned. If there is more than one round of Stun, the number to beat is raised by 10 for every round past the first. "
I was wondering why the fight was over so easily...stun results were happening every time, and I didn't know to let them try and 'resist' it, or for the NPC's to try and resist it.
Character creation had to be rethunk; Stamina became much more important. And Armor DB.
Oh, then at the end of session two I figured out - wow - Fate points! er, oops...