/r/FATErpg
A community for the discussion and appreciation of the Fate tabletop roleplaying game by Evil Hat Productions. This community discusses all variations of Fate, whether it be Core, Condensed, Accelerated or anything else - all are welcomed and encouraged to ask questions and start discussions.
From Fate Core to FAE, The Spirit of the Century, and beyond; Fate is a system for playing as proactive, capable, and dramatic characters!
Disagreements are fine, but please be respectful of the opinions of others. Racism, sexism, personal attacks, etc. are not allowed.
/r/FATErpg
Just messing about with ChatGPT on WFRP solo games, and it suggested using Grudge Points in a game where a dwarf is chasing a grudge.
Clearly very similar to Corruption Pts from Fate of Cthulhu. But I love the idea here!
Do your players usually roll play how they invoke the aspector they would just say "I invoke this" and then think they are done. I wanna know if the system encourages or hinders natural dialogues.
I have never tried Fate myself I wanna know what your experiences are on running an emotional, inter-character conflict-focused and political campaign.
... Beasts are natural creatures that belong to the setting's fauna. In the view of our ordinary world, some of these imagined beings may appear to be magical creatures. In worlds of imagination, they can fill nature as it is common for us to have lions, wolves, and eagles.
Will you survive this threat?
In this monster vault, the GM will find tools to create stories about beasts as PCs or NPCs, with with specific rules for invoking skills and their powerful effects!
All my Fate products are on Black Friday discount! Get yours now!!
Fate Plus Monster Vault — Beasts - Rolepress | Fate Plus | Fate Plus Monster Vault | DriveThruRPG
Homebrew campaign with one player to be a saiyan (specifically vegeta) and another to be an avatar. This wont strictly be following those universes. I need aspect ideas for these types of characters. (I haven't played fate in years and it is new to both of them.)
Struggling with going for the power tiers (replacing a fate die with a 1d6 every power up), giving them a skill (ki or chi respectively), running it in FateAccelerated instead, or something I haven't seen or thought of. Suggestions welcomed here.
I'm planning on a galactic format or universal, so they can explore other planets and spirit realms.
I've come up with one spirit. -old lady praying and holding a candlight vigil. -each candle she lights causes a spirit to come and attack. (Should the spirit be personal to the characters, personifications of unaddressed emotions, etc.?) -putting out the candles either in battle or on purpose causes something to happen (memory loss, spirit is stuck even after defeat?)
That's pretty much where I am at here. I'm super new to anime. I've seen avatar the last Airbender and parts of DB (not sure which one) so any suggestions, cool enemies/friends/dragons/spirits, planets/spirit realms to visit are all welcomed.
x chansito_chan
Want to make sure I understand a couple of things regarding the mass combat rules (which I think I like, and certainly can tweak):
Thus, an Average Unit can take one hit and it's gone. A Fair Unit can take two (one to fill the consequence, and then another hit that takes it out). A Good Unit can take three hits (keeping in mind that a very high shift hit could take out a Fair or Good Unit if there are enough shifts to exceed the Consequence slots it has).
In the Leader section, it says that a Leader can "remove a consequence from the unit." How? For example, I guess, the Unit Leader rolls Will or Rapport to rally the troops (and if it's above the rating of the Consequence I guess it eliminates it?). Or how can it work?
I assume units have no stress boxes so that battles don't drag out?
I assume (though the rules aren't clear) that each side can only have as many units as they have commanders. So, for the PCs, we assume each PC commands a unit. I guess for the enemy, we match number of units to make it even/fun).
Unit Size: rules say nothing about this I'm just spitballing - would it be good to use Scale rules with units of different sizes. Imagine three wings of 1000 men each facing off with an army of three wings with only 500 men each; makes sense to give the large army a scale advantage, no? Thoughts?
So I've wanted to run a Pokémon Mystery Dungeon style game for a long time. After being disappointed by the horrible balancing in PokéRole, I wanted to try FATE. FATE already has stuff in the Codex for Pokémon, but like is very common, it's you playing as a human, with a pet creature, not as the creature itself.
So I came up with my own, and I'd love some feedback.
So I'm using the Red/Blue dice system, where during Attack/Defend actions, the + faces on the red/blue dice are worth an extra shift, but blanks and -s are normal.
In addition to a High Concept and Trouble, you also get a Species aspect that simply says what species you are, and what two types you choose. While this doesn't have to be complicated, this allows you to choose things like "Delta Vulpix (Grass Type)" or "Nucleon (Nuclear)" or "Hybrid Lucario/Scrafty (Steel/Dark)". As long as it passes muster with the table and fits, as is normal.
The types your Pokémon is matters because those count as permissions for using plausible Moves with the corresponding types. All Pokémon can use Typeless attacks, but they can also use plausible moves corresponding to either of the types they have. A Charmeleon can breathe fire, a Milotic can shoot a jet of water, so on.
If they want to have a specific effect with their moves, or use a move they don't share a type with, they can dedicate one of their Stunts to a move. I really like using Pokémon moves as an example of how Stunts work, as with my experience Stunts are the most confusing aspect of FATE to characters. A lot of Pokémon moves lend themselves really well to being translated to Stunts.
Anyway! Finally getting back to the Red/Blue dice.
If your attack is super effective, like Fire against a Grass Type, you substitute one of your 4dF with a red die. So if the red die comes up +, it's worth two shifts. If it's doubly effective, like a Fire Type against a Grass/Steel type, it's two.
Likewise, not very effective and doubly not gives you one or two blue dice that work the same way. The only difference is Immunity, like Dragon against Fairy - the defender gets a flat +4 on their Defend roll. This allows for dramatic overcoming of disadvantages, while still representing the huge type advantage.
As FATE is a game with small numbers, I wanted the types to have a tangible impact without being too swingy or making it so going up against someone with an unfavourable type matchup was hopeless.
What do you all think? Is this good? Can it be improved?
Hello hello everyone.
My kid (4 y.o.) asked me about Fate dice tonight while I was modifying some d6s I have for a game this weekend. I told them I would look into running something in a month or so.
So, now I am looking for suggestions/locations for adventures. I myself have never run a Fate game, but I have run similar. I would like something that is family friendly so that I can focus on teaching the game, but the setting is easy to understand.
Also, which flavor of Fate would everyone suggest? I am thinking Accelerated with a Deck of Fate since it has no skills, and I can custom a sheet to change the stat names for a youngin to better understand.
Edit: Thoughts thus far on system modifications for youngins for anyone joining the conversation. Please give any input you think would help.
-Skill name changes to something less nuanced to make them easier to understand. One idea is Careful, Smart (Clever), Quick, Sneaky, Strong (Forceful), and Friendly or Showy
-Change actions to something more constuctive. My current thoughts are Overcome to Solve, Defend to something like React, Attack to something like Challenge, and Create an Advantage remaining the same.
-3 lists of a dozen or two Aspects for character ideas, trouble, and other aspects.
-Changing ideas Stress and Consequences to be something more based around actions rather than damage (my kid has no concept of what damage is. They will fall, bounce off the pavement on their face, cry a moment, get checked on, and realize there are things to do before running off) Still have it based on the shiftof actions though.
Hey folks, looking at Daring Comics. Anyone know how fast character generation is? How it runs? I have Venture City and it works, and one advantage is that powers were written in a way that a lot of power choices and additions were all placed together, making it easy.
Venture is, however, a touch limited in its power choices, but very easy. So my question is, can DC make quick characters?
I'm looking into trying out new systems, I have experience with PF1 & PF2e and saw some discussions about FATE also being a fun system as well.
Since I'm new to FATE, I am unsure if there are any additional stuff I should have to make the experience better. I have the common system agnostic must-haves for FoundryVTT (Dice-so-nice, dice tray, FX master, MaTT, etc.) But I'm wondering if there are some modules that are FATE-specific that adds a lot of quality of life things.
On a side note, are there any other resources, such as videos or documents that give more in-depth explanations on creating FATE campaigns that gives a breakdown of a DM's perspective on what they should expect to prepare?
From what I could find so far by looking around, The FATE Aspect tracker, and FATE Hybrid skills look like two highly recommended modules. I don't know if there are others that are recommended.
Hey guys, I’ve been wanting to GM a game for my friends for a while and I need some help. I’ve played in a lot of games starting with PF 1e which was DM’ed by my uncle a few years ago and since then me and my friends became addicted to ttrpgs. Since then we played a lot of games mainly using PF 2e, CoC 7e, and D&D 5e, and we are about to finish a two year long campaign of PF 2e soon. I told my friend who DMs for us that I wanted to do a campaign this time but I wanted to try something new for the system, considering where I’m asking for help it’s clear what I want to use Xd.
He told me to go for it and I started to look into FATE a bit more (I learned about it from one of my favorite YouTube stream channels, Knights of Last Call and found it interesting), got confused about many things (mainly Fate Points and Compels), and got intrigued by other things (Stunt creation, Aspects, and the 4 types of actions). However, I’m not sure what is the best way to go about preparing a game session and I’m really not sure I get the system well enough to run and explain things to my friends. So if any of you guys can help me, what kinds of tips and suggestions you have for a newbie GM who is about to run their first game for his friends using this game system for the first time.
I've been running some version of Fate as my go-to system for the last six years. Over the last four, I've been running my table as an open "living world" campaign, where I'd schedule a few games each week by picking groups from a roster of about twelve active players based on whoever's schedules happened to line up. Since this rotating table means our sessions took the form of interconnected one-shots more than full campaign "arcs," I ended up awarding a Milestone at the end of every session and a Breakthrough for every four sessions that players attended, with every player being awarded extra refresh as a campaign-wide powerup whenever something huge and dramatic changed the status quo of the setting.
This worked well enough for our format, especially since the "power curve" for Fate is a lot less pronounced than in other games, but now that the initial campaign has wrapped up and I'm starting to plan for the next one, I've been considering what other approaches there may be. Has anyone else experimented with open table play in Fate? Or if any published Fate product has played around with a "point buy" system for refresh/skill ranks/etc.? I'd be interested in seeing any alternative advancement rules people have made that might be easy to adapt to a campaign without a multi-session arc structure to its adventures.
I just wanted to say a big thank you to y'all for all the helpful advice in here. Really helped me to learn the system properly.
We just ran a FATE Core one shot last Sunday - D&D style fantasy world but with 1920s aesthetics.
We all had a blast and they want to play another session with their characters this Sunday!
I'm going to set it on Drakopolis - think New York City with huge art decco style dragon statues and a draconic mafia.
I also have plans for at least one full campaign to run in FATE, but there's a good 2-3 others I'd wanna at least develop for FATE as well.
It's been a while since I enjoyed myself this much as a GM burnt out on D&D.
So thanks everybody!
OK, hear me out. I've been getting into the "Lit RPG" subgenre of fantasy novels and it has been a lot of coffee-and-cookies (my version of beer and pretzels) fun for me. I thought, "what if I could simulate a LitRPG novel with the FATE system?" So I put together a one-shot called "Aeternia Rising." In it, the PCs play a human who is descending into a full-sensory-experience neuro-tapped VR experience where they take on a fantasy character. The story works on both the every day life level and on the fantasy level. The FATE system is great for this because it can handle the trope in the LitRPG genre of "Wow, I'm coming up with something brand new that the fantasy world designers didn't expect and now I can do cool stuff because I am a cool special game player!"
There's that communication between the "this is a game" level and the "there is a story in there" level.
In addition to the Concept aspect and trouble aspect each character has a Motive Aspect describing why they play Aeternia, a RL Aspect deciding what they have going on in RL that might help or hurt them, and a Item Aspect representing a cool magic item or weapon that defines their character.
In addition to this, there is an Adulting skill which dictates how well the player character is doing iRL and whether or not that could hurt their gameplay.
Let me know if you're interested!
Ive played fate as a player and it's one of my favorite systems! I bought a rule book to try and DM, but I must admit, I've never DM'd any system, and not having a pre-set module is intimidating. Does anyone have any sources for modules or just some general DM fate tips?
Edit: Thank you all so much for the variety of tips! I have more resources and some good guiding principles now, I really appreciate it!!!
Title. I love Jojo and I want to know how I would run it in Fate with stands and all that.
Title says it all. I’m probably going to convert my Sprawl game over and it seems perfect, if a little on the fiddle side of fate. Does anyone have any experience with it?
I recently got into Barotrauma video game and got interested in an idea to possibly run a Fate core game in barotrauma setting, but because I haven't ran fate core campaigns I thought I would ask people here for ideas that I could use
For those not familiar with the video hame let me give you a short (as short as I could) intro to the setting.
(Important note: I don't know everything there is and haven't beaten the game yet, I just liked what I know already and thought it would be fun to add my own ideas if need be)
In a distant future, humanity started their path in space travel by colonizing a moon of Jupiter, Europa. Europa doesn't have an atmosphere and it's surface is covered by ice under which hid a dark ocean, which turned out to have alien life (very scary and lovecraftian alien life). Because it's impossible to live on the surface, people have made underwater stations and use submarines for travel.
Later, Europa colonies wanted to become independent from Earth and political disputes started both inside and with Earth officials. At some point, for unknown reasons communication with Earth was completely lost. That was 50 years ago before present day.
Game itself if about player characters assembling into a crew and taking different roles to pilot a submarine from one point to the other and trying to accomplish missions along the way, all while everything could go to sh@t at basically any point.
Characters have 5 basic roles in the crew: Pilot - good at piloting the ship, also has most info on what is going on from control panel Officer - good at everything combat, both from submarine's rail guns and face to face if something got in. Doctor - good at medicine, that's an easy one Mechanic - makes sure ship doesn't sink, best at fixing leakage Electrician - fixes everything electrical, also makes sure nuclear reactor of the ship works properly (or atleast they should be)
(Incase you are wondering, it is obviously open water is deadly because of huge pressure so each submarine has special suits that let person enter ocean water without paying with their life)
And lastly there are 4 "Factions" in the setting and reputation with them plays a difference:
Europa Coalition - "The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have a reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact."
Jovian Separatists - "A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism, all with the end goal of disrupting the ability of the Europa Coalition to function, and to undermine its authority."
Church of the Husk - "A mysterious and outlawed religious group with a transhumanist twist, they seek 'communion' with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment, more in tune with the local ecosystem, and devoid of pride, hatred, fear, or complex thought. Hated equally by the Europa Coalition and the Jovian separatists."
(Husks are zombie like enemies which look like feral humans that can live in ocean waters, one could get infected turn into one if attacked by a husk)
Children of the Honkmother - "Perhaps the most baffling of all the Europan factions are the clowns. Some say the faction came to be as a result of the failed Coalition initiative to hire 'professional entertainers' to help crews cope with the stress and paranoia of working in the claustrophobic confines of their submarine. Some say they're just people who've lost it. And who in the heavens is the Honkmother?
These are questions that the clowns, or the Children of the Honkmother, seem to take great pleasure in not answering. In fact, they seem to take pleasure in most things in life, large or small. They are unfazed by the ever-present turmoil around them, and while their antics may cause no end of grief to other people, there doesn’t appear to be any real menace behind them. They are despised by all the other factions, yet the Children of the Honkmother call no one enemy.
However, there does seem to be some consistency to their ramblings, some recurring turns of phrase, some concepts they all share. It’s almost as if they know something other Europans don’t. The clown philosophy is so obscure it stretches the notion of religion, yet they all sing the same tune."
So here we are, that's the setting. I would be happy to hear your ideas, like aspects, stunts, optional rules which would fit, etc. Thank you!
(I would be also be very glad if someone explained how submarines could work in this system)
I have been messing around running Symbaroum in Fate. I like it, It works great!
So far I haven't used weapons much at all, and I really like the idea that weapons mostly are for permissions and aren't a damage bonus. But I also like the idea that they can be...
So, right now I'm thinking about stunts and using Weapon ratings for them, but not a flat rate. But only when appropriate.
Stunt – Longsword Master
When you invoke an aspect related to your mastery of Longswords you also gain Weapon: X . (Adding X shift on a hit)
So in addition to +2 or reroll, they also get extra shifts when they hit. Making creating advantage, and using them, really good. Balance wise I'm thinking that either it is a low Weapon: 1 for each Invoke. Or a bigger Weapon: 3 when, Invoke.
Why I personaly are really fond of this idea is because it makes the weapon matter less and the weilder matter more. And only matter when appropriate. I.e. when the player make a cool description.
Have y'all played a game with Spaceship Combat? How did it go down? Did you stick to zones, something else, etc?
Im thinking of running a campaign in the cosmere universe (from the mistborn books) using fate. At principle, I think its a mechanically simple adaptation. Example: roll for athletics to burn iron to swing around the city like spiderman. Or use shoot to burn steel and shoot coins. Simple stuff.
Anyone have already done it? Of so, any tips?
SO... my homebrew ideas:
objective: destroy the final empire (roughly the first book)
character creation: any chatacter is valid as long as he is human and have a motive to hate the final empire/the lord ruler
mechanical changes: each character start with 4 points of refresh (instead of the normal 3)
non magic user: no extra cost. 4 free points to buy stunts and such
allomancer: costs 2 refresh points BUT can choose 4 of the commum 8 metals to burn (one of each type, like iron amd steel are related, so can choose only one of the two, repeat for the 4 twin metals)
feruchemist: same as alomancer, 4 of the 8 commum metals.
YES, im substantially buffing the misting people. In the books they could only ever burn one metal, here its four
The stunts and descriptions for the use of this powers im coping from another redditor who created a very complete adaptation of mistborn to fate
Dear all,
I have been playing FATE for a long while and at my table we realised that we may have been missing something from the overcoming vs defending action.
Scenario:
Character 1 has a disabling aspect on them and is rolling to overcome it.
Character 2 is actively opposing the roll.
Roll:
Character 1 fails the roll by -3 and decides to succeed at a major cost.
Character 2 technically has won by x3 (with style).
Outcomes:
Character 1 gathers a consequences, as a result of the major cost.
- Does Character 2 also gain a boost for winning a defend action with style?
- Or given that their adversary technically succeeded at a cost, does it mean that character 2 has not defended with style?
Thank you!
Edit - Solution:
Seems like the rules are quite clear, and there's agreement in the responses.
In Fate Core the above it's not a defend action, even when the action is directly opposed. Hence the boost is not gained by the defendant and the major cost for the acting character (plus the action devoted to this) is enough of a consequence/penalty.
In Fate Condensed it’s a defend action, so the opposite may be true (major cost and boost for defendant).
Thank you everyone!
I'm not totally new to FATE, but I always struggle with making big fights epic enough to make them stand out.
Next session (or the one after, at the latest) my players will be facing the BBEG for the final stand-off and I could use all and any advice in making it memorable.
BBEG: a powerful narcissistic high priest, beloved by the masses, especially the clergy.
Helpers: a whole bunch of priests and monks, some being too fanatical for their own good.
Location: a large underground chamber with a simple alchemical lab and a few small adjacent rooms.
Complication: a very valuable hostage that BBEG and Helpers will protect by any means (party can kill the hostage, but are likely to be hesitant and try to save them).
If you feel you need to know the scenario, this is the post that describes the scenario these characters will be used for.
There are currently 5 characters. I am looking for a Monk type but really have to focus on other things for the game before this Sunday (27 Oct). If you an idea for a Monk please post it using the same format I did below.
I am looking to see if there are any issues with these characters and if they make sense for a one shot scenario, Please let me know if there is anything you can change or that you think will work better.
Fighter: Veteran of the battle of the 9 nations
Trouble: PTSD (the war)
Relationship: TBD
Aspect: Fight the good fight
Aspect: No one gets left behind
Stunt 1: One last hurrah. Get a +2 to fighting when facing overwhelming odds (must choose either Attack or Defend but not both).
Stunt 2: Piercing stare +2 to Create Advantage with Intimidate
Stunt 3: Inflict a mild consequence once per scene
Skills: Fight 4
Ranger: Hunter and tracker of the wastelands
Trouble: Tunnel Vision (overly focused on the goal)
Relationship: TBD
Aspect: Listens to the Earth
Aspect: Master of Lures
Stunt 1: Trick shot, use shoot to fire an arrow in a way that lets you ignore multiple laws of physics when you pay a fate point, once per scene (ricochet, curve the shot, shoot through something, etc).
Stunt 2: Set them up. Create an advantage using the area around you with Notice.
Stunt 3: Hit another one. You can attack two foes at a time. When using Fight and you succeed with style, you can divide your attack roll between two opponents, with +1 for each.
Skills: Notice 4, Shoot 3
Mage: Seeker of the lost arts
Trouble: Made a deal with something that he shouldn't have
Relationship: TBD
Aspect: Fire makes every spell awesome
Aspect: Connoisseur of Complex Puzzles. Invoke to have encountered this type of puzzle before, to solve complex problems, to see problems in the form of a puzzle. Compel to overthink problems and overlook simple solutions, to be more interested in the process of solving the puzzle than the end goal.
Stunt 1: Overthinker, get a +2 to help get through perplexing situations
Stunt 2: Inflict a mild consequence once per scene using a spell
Stunt 3: One with the essence. When using a free invocation on an aspect or boost related to the magic or the essence,
you get a +3 bonus instead of +2.
Skills: Lore 4 (spells)
Thief: Ambitious Retired circus acrobat and escape artist
Trouble: Curiosity killed the cat
Relationship: TBD
Aspect: Always looking for the next score
Aspect: Now you see me, now you don't
Stunt 1: No lock can stop me, +2 to get past any lock.
Stunt 2: I believe I can fly. Use Athletics to perform acrobatic stunts defying the laws of gravity when creating an advantage.
Stunt 3: Float like a Butterfly. You’re fast and agile, making you harder to hit in a fight. You can use
Athletics to defend as Fight.
Skills: Athletics 4, Deceive 3
Cleric: Purveyor of the healing god
Trouble: When in doubt pray it out, even in the middle of combat OR Sees the best in people at the worst times
Relationship: TBD
Aspect: Unwavering focus to bring others to the light
Aspect: I have something that can help heal that
Stunt1: Medicine bag: You can roll Lore to heal physical or mental consequences
Stunt2: Conviction: When attempting to convince someone of the truth, you may roll Will in place of Rapport
Stunt3: Corruption in the air: When there's signs of the supernatural, you get +2 to investigate the origin of them
Skills: Will 4
Bard: Teller of tall tales
Trouble: Done everything under the sun, allegedly
Relationship: TBD
Aspect: I let the rhythm guide me
Aspect: Doesn't know when to quit
Stunt1: I know how you feel. You have a knack for reading others emotions. You get +2 to Empathy
to create aspects related to reading emotional states.
Stunt 2: I know the songs of our histories: When rolling Lore to recall historical events, roll at +2
Stunt 3: Sing to boost morale. Create an Advantage (no free invoke) that takes a Fair +2 roll to remove when attempting something that's your specialty (Sing using Rapport).
Skills: Rapport 4
Hello lovelies! I'd like some help brainstorming some pieces for a zombie apocalypse game I plan to run soon. I'll copy the pitch I'm sharing with my prospective players, what I have prepped so far, then I've got two things to talk about.
"Ok, so I just finished watching The Last Of Us and I want more of it! I'm gonna run a scenario in the TLOU setting where players play as characters fighting against their inevitable doom. How will your group deal with mounting threats from infected, pressure from other factions, and tensions from within? Will you be able to accomplish something that will outlive your character's demise? This will be a short postpoc, survival horror campaign lasting 2-3 sessions played using Fate Accelerated."
The Prep So Far
I've got 3 game Aspects:
The Horror Toolkit has helped a lot. I plan to use the "Making Player Death Count" section and took a lot of inspiration from the "Horror of Viscera and Gore" section. Still deciding if I'm gonna use the Book of Scars or Coping Conditions, but maybe just being stricter about recovering from consequences and asking prompting questions about mental consequences will do the trick.
Items and Stuff
The default assumption in Fate (well, at least our games) is that a character has the items they need to carry out their Aspects, Stunts, and Skills/Approaches. But we don't want this assumption in this game! I decided to make it just part of the genre instead of a game aspect and compelling it because we've played a lot of Fate and I wanna try something new. But we still gotta be able to answer the question "Do I have [thing]?"
There're a couple options:
The Horror Toolkit has a really nice chapter on resources in Fate. But is it any different from tracking them in any simulationist game? Having resources be Aspects is cool, but I don't think I'd use the necessary resources part of this because it doesn't look to drive drama. However, this could be used to fuel some cool stunts or extras that really get the job done which would feel rewarding for the players.
A "supplies" stress track from the Codex (or system toolkit? idk). Check a box when you want to produce an item. Similar to the last option, but simpler and notably not an Aspect. We also lose out on specificity that could create fun scenarios where you have plenty of this but none of that.
Just tracking it like a simulationist game. We've all played DnD, so writing out a list of items isn't inherently troublesome. Doing this could maximize the "I got a car battery, crowbar, sewing kit, an improvised pipe bomb, and two sticks of gum. How do I do this?" problem-solving moments that me and my players love. But without any Aspects, it could easily create scenarios where the specifics get in the way. Also harder to write stunts around.
Have any y'all tried these? I'd like to hear about your experiences.
Modifying the Phase Trio
One thing each character will have is a goal (or two) that they want to accomplish before they die. It'll be up to the players on which goals are personal, which ones are shared, do they have a goal for the whole group?, etc. My friends are great at making characters who're tied together, but we still benefit from prompts, lists, and the like to facilitate the discussion. How could I modify the Phase Trio to facilitate the creation of goals for the characters?
I need a set of prompts to help players come up with goals, decide which characters have shared goals, decide who or what is in their way, and set up framing on the first scene where we'll get the characters in a position to take these goals on. I'll then make Issues, NPCs, and opposition from these goals.
..and that's the post. Thanks all in advance for the ideas. Happy gaming!
Hello everyone! I've been working on an adventure world for Fate, a game where you take on the role of one of the weakest creatures in the Underworld trying to survive all kinds of threats from the environment, from the heroes on the surface, and especially from the nonsense of your own party!
It has been hard work and I hope you can give it a chance: https://www.drivethrurpg.com/es/product/499732/dungeon-underlings
----------------------------------------------------
¡Hola a todos! He estado trabajando en un mundo de aventuras para Fate, un juego en el que asumes el papel de una de las más débiles criaturas del Inframundo intentando sobrevivir a todo tipo de ameazas del entorno, de los héroes de la superficie, y especialmente las provenientes de las tonterías de tu propio grupo!
Ha sido un arduo trabajo al que espero puedan darle una oportunidad: https://www.drivethrurpg.com/es/product/499732/dungeon-underlings
----------------------------------------------------
Open discussion.
One of the points that I see that is somewhat "complicated" for beginners is in relation to the resolution of certain actions... mainly creating advantages. In my games I try to simplify things a little, this whole question of… known aspect. unknown...seem confusing for them at start.
Create advantage
*fail: does not interact with the aspect.
*tie: interacts creating a boost.
*success:interacts receiving one invocation.
*success with style. interacts receiving two invocations.
This is what helped at my tables with beginners. Original rules overcomplicate things...
Another point was, name only relevant aspects and boost do not need to be named all the time. They are just an boost, a momentary benefit in the situation. If player want name boosts. No problem, but its optional.
These subtle modifications helped a lot for beginners in the system. I had a lot of success in my games. opinions?