/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
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
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¡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
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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?
First off I am new to Fate. I ran one session for my normal 3 players last weekend as a test and though they liked it I missed so much and so much is still somewhat confusing. The game is set for Next Sunday October 27th so I have a week to get everything done.
I need to start making characters and I really have no idea what I am doing. The way aspects, and stunts work, along with how much more abstract everything is when compared to older RPGs that I grew up on like Rolemaster and AD&D is a bit confusing overall. Note that some of the stuff below is taken from a different post I made a while back.
I still have a lot of reading to do that was supposed to get done in the last two weeks.
Explanation of why I am so far behind.
!I had computer issues and needed a new drive (had to wait for that) to reinstall windows so I have not been able to much of anything on my PC. In fact I am still adding all the programs I had installed and getting the settings right. At this point I am happy with Steam (along with Epic Game, Battle net, GOG, Uplay, and the EA app) because it's so easy to recognize all the games on my games drive. I just wish they had something like this for all the other programs I have in my system. The worst to re-install by far is all the CC3+ stuff from Profantasy. !<
I am creating a horror one shot game in Fate Condensed for 5 players. The setting is fantasy. The plot is something like The Hunger Games meets Alien/Predator.
The players all start out waking up in a clearing in a forest and their minds are cloudy with hazy memories and no equipment. Each one of them will experience a memory as they are awakening. One person's will be them hearing a crunching sound with a dull feeling in the back of their head and pain wracks their body and they hear a strange voice in their mind "Don't worry I will ensure you feel no pain". Others will have different memories. Within moments of awakening a sound will reverberate through the woods (indicates the start of the hunt) and the characters will all feel afraid. They will have the urge to run. That is the start of the game. I will also add memories at various points so they can piece things together. If they all just run they will automatically stick together and come to another clearing (that is actually even less safe) but one of the characters has previously hidden equipment there.
Two major twists they will discover:
I sat down tonight to read the Fate Horror Toolkit and make characters, and making characters is when I realized I have no idea what I am doing.
I am trying to focus on character archetypes and then try to figure in the High Concepts in this. I am thinking for the base professions a fighter, a ranger, a mage of some sort, a thief or rogue type, and some kind of cleric or healer. An optional character could be a bard of some kind.
Here are what I have for the High Concepts. As you can see I need help.
Still not that good with aspects and stunts yet.
Help is greatly appreciated.
First off this is a safe space for everyone kind of game. Be you a floofy or scally or any other organism furry, be you trans, non biny, a pile of suspiciously gender tasting fluid, fey, they, zim, zer, or something so off the normal trail you just ask everyone refer to you as the one who waits. I will have no intolerance towards my players or self. And of course people who fit more within societies norms are welcome.
This will be an open world asynchronous play by post game. Play by post is when you do all actions, roleplay, ECT, in text over a group chat. Sorta like text roleplay but with game rules, asynchronous means we will play as posts come in, so heavy social drain and large block of time commitments are out of the game. And open world In this context means basically any story is up for grabs. Wanna run a space taco truck? Nova-tacoshack is born, wanna fight the war against an alien parasite consuming all biological life, we got space exterminators. Wanna political colony builder on the final frontier, we got that.
The base premise is .This would be a scifi-fantasy space colonial revolution era Campaign with the majority of the galaxy unexplored but the stuff found so far is already enough adventure for several lifetimes. We got space ships, we got planets, suns, blackholes, we got novas on a discount and we got a special limited time offer on the universally acclaimed dlc Magic and fantasy shiz Where if you buy space colonial sci-fi right now you'll get a free copy of magic and fantasy Shiz in your galaxy guaranteed. Ever wanna be a cowboy space ranger, ever wanted to be a cowboy space ranger with a hot magical elf sidekick? We don't judge here. This is all up for talk and adjustments based off each games needs. Anyway the work in progress doc is here for you to browse the basic ideas and concepts of the game and new rules I'll also throw in a rules video for fate normal so you can mash the two together to get a basic idea of what we are doing here.
This all together with the space fantasy setting and story to be made as a group means you can do what you want how you want. In a galaxy open to your dreams. Gender fluids wanna be a shape shifting talker who changes gender on a whim. Yes, cursed dragon mostly stuck in human form fighting to get their giant star ship hoard back. Yes, simple trans fem fairy looking to explore the material realm. Yes :3.
A bit about your host, I'm Iris, 24, trans-fem(She/they). I have done text roleplay and ttrpg gaming for several years as player and less but some light gming. I am a writer and storyteller by hobby. and I love to make interesting stories with other people.
Now to get to the boring game system rules. It's a system based on Fate, a low to mid crunch, narrative system with plus and minus die. That I have thrown some homebrew in to add to the storytelling power. You build your character with descriptive text that can literally be anything. Are you the role player that loves to stuff your characters with trauma over power ups, we got that, wanna be a scary uwu werewolf boy? We got that.
Here are the rules I promised. Please read/watch these and then if you are still interested. After that and all my ramblings good to know you are as insane as me, Feel free to fill out the game application.
I have this idea of playing around a campfire, where we probably wont use dice. For this i would use only the aspects and fate points. Invoking an aspect would be the only way of getting a full success. Because fate points would be more important, i would add five more trouble aspects. If you have played Wanderhome or a Belonging outside belonging game, it would be a generic version of those games.
What do you think?
Here is a character using this rules: Geralt the Monster Hunter
Gain a Fate point by:
Drinking too much
Getting in love with a random girl
Revealing than a monster is stronger than you
Accepting a mission without a reward
Scaring people with your scars
Spend a Fate point to:
Find the weakness of a monster
Defeat a group of monsters
Create a potion from a dead monster
Inspire people to fight
Find an old friend or ally
Actions that are outside of the list shoud be handled as a success with a cost
I love the setting of Unknown Armies and its take on relationships, trauma, etc. but gosh, the rules are as chaotic as the universe. On the other hand, pretty each rule means something, so I don't want to just handwave them away. Does anyone know of a Fate (any variant, or anything else equally rules-light) hack for playing in that setting?
Alright, I know it's not Fate, but the quickstart for the new Discworld Kickstarter has a system that feels like a hacked version of Fate, using only aspects and with random difficulty. I think the only reason they didn't just go with Fate is to be able to use 1d8 because of the books' theme of the number 8. Anyway, I think the only thing that would have made me happier is if they had used Fate, but this is the second best thing. I just wanted to share my excitement about seeing a big license with such a 'nearly Fate' system. And if it doesn't work out at the table, it'll be really easy to convert it to Fate and use the rest of the setting they've included.
So this Monday is going to be my first Session 0 for a Fate game called Bulldogs. I've never DMed before and I'm not confident in my ability to wing it. I know the Session 0 will give me some material to work with as far as finding out who my crew will be and what their backstories are, but I'd like to have some additional generic encounters ready to go.
Any help, advice, resources, premade scenarios/encounters I can modify would be very helpful.
The setting is a space adventure so we will be planet-hopping a lot. I have the handful of planets the rulebook supplies, plus one of my own so far, the species that live there, and a general idea of how the different species interact.
I'm just nervous, really. I've played this game before and really enjoyed it, so I want my new group to enjoy it as well.
I am completely new to Fate and this last weekend I ran a test game with my two regular players and the 15 yr old daughter of one of them. She's never played a RPG before and I asked about her favorite character in different shows. She decided on Charlie Morningstar from Hazbin Hotel. I helped her make her character based on what she remembered and a little on the wiki.
We decided on an old weird west setting and I based the plot of the game on what little I know of the Hazbin Hotel show (it was a combo of Hazbin and the first RIPD movie). I ran the game and it was ok (I forgot a few things here and there) and even though it was supposed to be a one shot they all want to continue the game.
The character has many abilities and at first she decided on some kind of glitter shot but later I let her switch it to Pyrotechnics. After reading more of the description I was wondering if there are better ways to make the character in Fate as she has a variety of abilities.
To me the character she made does not seem to fit the bill for the character in the show so I am asking if anyone can give me their take on Charlie Morningstar as a Fate Character for those who have watched the show).
The stars are right, MAKE THEM WRONG AGAIN!
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Hey, I don't know if this is right here. I am looking for 2-3 other people to start a fate Campagne. Preferably German speaking (just because I have never played ttrpgs in English) but I am very open to an English speaking group as well. I never played or dm'ed fate but I'm very curious for this game. I wanted to play it for a long time but my usual group only wants to play 5e and they are not the most committed group. I thought about playing once a month (I got a family, work and uni so once a month is a luxury for me) I would love to DM but I'm very open to being a player as well. My plan is to play online in roll20 or any other vtt that fate works with. If you are interested let me know
Edit: •I live in Vienna so I'm on GMT+2 •My availability is usually at night from 7pm to 11 pm
A week ago my group and I were discussing where do we want to go next after our kids on bikes campaign and I suggested a Dumas-esque adventure in 1600s France. And omg i did hit a vein because they were superexcited about it.
So, anyway, do you guys know a low fantasy (if any) fate world that can fit the setting? Or should i go full custom?
Every year around Halloween I run a one shot horror game. This year I decided on using Fate Condensed. I've been reading the rules over the last few weeks and watched a couple videos. Tonight I had a quick run with my normal 2 players and a daughter of one of them. The game was rough to say the least as we had to keep referring to the rules for references and there was still some confusion. We wasted a lot of time to keep referring back to the rules. After the session tonight I am not sure I will be able to effectively run the horror scenario in two weeks with 5 total players.
So I am here to ask for help. I have several questions (I hope I don't miss any).
The genre for the scenario will be fantasy with some magic with the level of magic depending on the high concepts the characters choose.
This idea comes from Burning Wheel FoRKs.
If a character has at least (+2) Fair in a Skill and it seems applicable to the situation it can be invoked as an Aspect.
Example: a character is trying to insure a nervous NPC that they can physically protect them from a danger. The GM allows them to invoke their Good(+3) Physique to help their Mediocre(0) Rapport.
Does this break anything? Has this already been proposed somewhere?
I've been running into some roadblocks while making superheroes in Fate, and it's a little tricky to explain, so I'll use a few examples to clarify:
For the Flash: He's got super-speed, so you'd think he could zip through multiple zones easily, while Batman would have to take it slow, moving one zone at a time. Does the Flash need a Stunt to let him speed across all those zones, or is it enough to just say his powers let him do it based on narrative logic?
Cyclops and Wolverine: They're trying to get close to Magneto, but he keeps throwing metal debris at them. Normally, you defend against a ranged attack like that with Athletics, but Cyclops wants to use his optic blasts to destroy the debris before it hits him. Shouldn't he be able to defend with his Shoot skill? And what about Wolverine? He'd rather slice the debris apart with his claws or just shrug it off with his healing factor. Shouldn't he be able to use Fight or Physique to defend? Do they need a Stunt that says "You can use X skill instead of Y," or does their narrative aspect give them the flexibility to do this?
Then there's Plastic Man: He wants to punch someone two zones away. We all know his body can stretch that far, so does he need a Stunt to let him Fight action two zones away, or can we just assume his aspect covers that?
What exactly does that mean? What's a "skill that isn't on my sheet"? A new type of skill which isn't in the default skill list? Or a Mediocre (+0) skill? Because on the Fate Condensed sheet, every skill from the default list is present, even the +0 skills (where as in Core you only wrote down +1 and higher skills, is it a remnant from that style of character sheet) I don't understand.
What I mean by medium to high fantasy:
Nice to have:
Thank you, for reading.
Hay i want to run a Halloween one shot castlevenia stlye and i have 5 players
So ok i have the chasis for 4 /5 pre made character s(the hunter, the mage, the vagabond and the Prince(alucard pretty much) and i need to find an idea for the 5th character do any of you can halp(im using accalareted
This post is basicially stolen from post by LambChop94, but with video games. I personally wanna know how to translate video game characters into fate games, so i was gonna use your responses as examples on how to do it. I wanna know how bcuz i wanna do skullgirls with fate rpg, with a handful of my own rules.
PS - Thanks for all the responses, i noticed almost all sheets are of RPGs an more narrative games, i would like to see some sheets for more "Action"-y game characters