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Krysmphoenix posted:Not too fond of the art for Defend, I'm not sure what the person's doing. It's a piece of M:tG art, in the full version there's a magical shield repelling fire magic. The circular part of the card frame basically covers the shield though. I tried another piece of art (none of the art is mine, I only designed the card frames), but I'm having trouble finding a thematic piece I like:
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# ? Feb 14, 2015 09:17 |
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# ? May 18, 2024 11:22 |
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When in doubt, go with the old reliable.
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# ? Feb 14, 2015 10:15 |
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Any thoughts add to running fate a little closer to dungeon world? That is, eschew the turn order for the sake of drama, and potentially give someone a run of actions where appropriate? Any idea how you could move a little more towards the "only players take actions" style of play? It seems like a lot of *world thinking would slot into fate nicely, (in fact the main reason I didn't run it was the character building seemed limited)
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# ? Feb 16, 2015 18:55 |
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ShineDog posted:Any thoughts add to running fate a little closer to dungeon world? That is, eschew the turn order for the sake of drama, and potentially give someone a run of actions where appropriate? Any idea how you could move a little more towards the "only players take actions" style of play? In my experience, this kind of thinking is a trap. The two *seem* like they would slot together well at a glance. After all, they're both very narrative and player-focused. But they're just too different at the very root of how the systems work. The reason "character building" is done the way it is in *World--that is: someone other than you makes a playbook of associated mechanics and similar ideas--is because a cohesive system of abilities based around a core mechanic or two can be tailored over time to make something fun to play. Fate is all about making a character that can "do anything" with skills rather than someone who does one thing really well and in a mechanically unique way. In DW, if you want to do something that your class isn't built for, you describe it, maybe roll Defy Danger, and get some reasonable result. In Fate, you figure out what skills it falls under, maybe you suck at those things, you describe what you're trying to do, roll that skill (poorly) and then sorta figure out what that means. I've thought a lot about how one could reconcile these differences to make a mash-up, and I have yet to come to a positive conclusion. Blasphemeral fucked around with this message at 19:08 on Feb 16, 2015 |
# ? Feb 16, 2015 19:06 |
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You could probably do it, but you'd be bending Fate so far over it wouldn't be worth it - i.e. you'd essentially just be playing Dungeon World using 4dF instead of 2d6, which is pretty pointless. Honestly, Fate already has failing forward, which is the part of PbtA that truly matters. If you want to shift it closer to PbtA, you could just change the success categories to -2-/-1-1/2+ instead of -1-/0/1-2/2+. Lemon-Lime fucked around with this message at 20:25 on Feb 16, 2015 |
# ? Feb 16, 2015 20:22 |
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The best crossover is the GM Moves. When the players look to you in Fate, you can reveal a harsh truth, foreshadow future badness, or go after one of their aspects to make trouble.
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# ? Feb 18, 2015 20:01 |
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I'm converting our current Age of Rebellion campaign to Fate Core, since it's a much better system for Star Wars than FFG's, and it's pleasant how easy the whole thing is. I don't need to bother with modelling Force stuff since it's a gritty military/espionage campaign, and the only thing I've had to do is rename most of the skill list and add Computers (Overcome, Create Advantage, Attack) and Medicine (Overcome, Create Advantage, can heal consequences by rolling vs. Fair/Great/Fantastic for Mild/Moderate/Severe). If anyone cares, here's my skill list (matching Core skill in brackets where applicable): Athletics (Physique), Charm (Rapport), Coercion (Provoke), Computers, Contacts, Cool (Will), Coordination (Athletics), Deception (Deceive), Empathy, Investigation, Knowledge (Lore), Mechanics (Crafts), Medicine, Melee (Fight), Piloting (Drive), Ranged (Shoot), Resources, Skulduggery (Burglary), Sneaking (Stealth), Vigilance (Notice). For stunts, I'll probably do what I can to convert the various career/specialisations' talents to stunts, since they should map fairly well. For races, I'm probably going to go ahead and assign four skills to each race and let the players get +1 in two of them. Lemon-Lime fucked around with this message at 00:07 on Feb 20, 2015 |
# ? Feb 19, 2015 23:11 |
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Lemon Curdistan posted:For races, I'm probably going to go ahead and assign four skills to each race and let the players get +1 in two of them. Why not add an extra Race Aspect with a free invoke once per game? I feel that's much more flavourful. One of my good pals that's also a total rpg nut moved to Madrid and now we finally have a full party and another GM! Tomorrow Tianxia, Sunday Atomic Robo, I'm finally playing Fate instead of running it for some ungrateful bastards that never took the time to understand Aspects
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# ? Feb 20, 2015 09:13 |
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Hugoon Chavez posted:Why not add an extra Race Aspect with a free invoke once per game? I feel that's much more flavourful. It's being done this way by player request - I'm converting this for people who are a lot more used to skills than aspects, and on top of that I think it'd be weirdly un-Star-Wars-y to have a single aspect dedicated to race. Assigning skills to the races wasn't very hard; all I had to do was make sure no two races had more than two skills overlapping with each other, and there's only two races I've not managed to figure out a fourth skill for (Duros and Quarren). Here's what I have so far: https://docs.google.com/document/d/1Ka2snQ8JRdhozvQwe9pH8CO4h0qFNPRzUElqOF74Thc/edit?usp=sharing
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# ? Feb 20, 2015 12:46 |
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I need some help, probably overlooking something obvious. In Dresden, how is the Warden's Sword broken down? I mean, it's a 2 slot item built by Luccio, who has Lore 5, and +1 Crafting Power/Frequency specialties. The sword itself functions as Weapon 3 by default, with the ability to 1. Be used at Weapon 6 or 2. Be used as a +6 Counterspell 3 times per session. I assumed the second slot was for Frequency, but with Luccio having a Frequency specialization, I'm not sure about that anymore.
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# ? Feb 20, 2015 22:56 |
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the_steve posted:I need some help, probably overlooking something obvious. It doesn't. Items were a hugely wonky part of DFRPG. Let us take a second to remember that the first version of the duster was just 'armor: tons, all day erryday', for instance.
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# ? Feb 20, 2015 23:34 |
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Transient People posted:It doesn't. Items were a hugely wonky part of DFRPG. Let us take a second to remember that the first version of the duster was just 'armor: tons, all day erryday', for instance. Which game would you (or anyone else) suggest for playing Dresden these days? General opinion seems to be that the cutting edge of Fate design has advanced since it was the new hotness.
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# ? Feb 20, 2015 23:37 |
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Transient People posted:It doesn't. Items were a hugely wonky part of DFRPG. Let us take a second to remember that the first version of the duster was just 'armor: tons, all day erryday', for instance. I'm fairly late to the party, so I do not have those memories. But, that is a big relief. I was starting to think I was overlooking something ridiculously obvious.
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# ? Feb 20, 2015 23:49 |
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ThisIsNoZaku posted:Which game would you (or anyone else) suggest for playing Dresden these days? General opinion seems to be that the cutting edge of Fate design has advanced since it was the new hotness. Atomic Robo does Dresden better than Dresden ever did, on every level. Don't even need to mod anything, though you can if you want to - the Dresden Files New Orleans game on this very forum switched to Atomic Robo for its third 'book'. I can fish up the tweaks we made, if you're curious.
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# ? Feb 21, 2015 00:56 |
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That item kinda reads like a lot of the Fate shovelware that DriveThruRPG spams me with - basically "D&D in Fate". It's kinda weird now to see "Are these stats right?" applied to such a free-flowing system. Things like this, this and this. It's starting to understand the whole argument about the SRD being bad for D&D - It might well encourage creativity, but the basic idea just gets buried under shittily-made supplements. e: I'm not saying either system is strictly better (except for Fate being better ), but mashing the two into each other while shouting 'now kiss' isn't going to make anything nice happen. petrol blue fucked around with this message at 01:58 on Feb 21, 2015 |
# ? Feb 21, 2015 01:52 |
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Transient People posted:Atomic Robo does Dresden better than Dresden ever did, on every level.
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# ? Feb 21, 2015 02:19 |
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Seems a bit arbitrary of a distinction. "A game where you can play Atomic Robo" doesn't mean "and nothing else, ever."
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# ? Feb 21, 2015 02:20 |
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Golden Bee posted:Seems a bit arbitrary of a distinction. "A game where you can play Atomic Robo" doesn't mean "and nothing else, ever." Like, it's not gonna do Ravenloft better than Ravenloft, but it's gonna do RIFTS(tm) better than RIFTS(tm).
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# ? Feb 21, 2015 02:30 |
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Golden Bee posted:Seems a bit arbitrary of a distinction. "A game where you can play Atomic Robo" doesn't mean "and nothing else, ever." It often does mean "and nothing else, without a lot of legwork adapting and maybe even then it isn't a great fit."
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# ? Feb 21, 2015 02:43 |
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Yeah, Robo has kinda become Fate 2.5 to me, and that's no bad thing - it's the entire point of having such an open license, and I can't wait to be able to get hardcopy of it! I think the main difference between 'works for X' and 'works for everything' in this case is the emphasis on Making New Stuff - rather than giving a pile of setting-appropriate mega-stunts, it describes how to make mega-stunts.
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# ? Feb 21, 2015 03:17 |
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Yeah, I'll be honest and say that I wasn't ever really enamored with Fate Core. I was aware of the flaws that prior Fate-based games like Dresden and Spirit of the Century had, but Fate Core felt very sterile and kept a few mechanical things that I was never really a huge fan of (the skill pyramid, stunts deducting from the character's refresh pool, etc). Atomic Robo is bar none my favorite iteration of Fate as a game. Mega stunts are a solid framework for replicating a number of old Dresden-style powers, weird skills are a lot more elegant than the old magic rules, modes take a minute to get your head around but I appreciate them more than the pyramid and the game consolidates the skill list even further, I think decoupling refresh from stunts and allowing players to make more stunt-heavy characters at the cost of giving the GM more fate points to spend is a great idea. The only major criticism I have with it is how it handles stress boxes. Literally nobody I have seen in a dozen PbPs here has gotten how the added stress boxes for having certain skills at certain mode values works right the first, or even second, time. It is maybe the most unintuitive part of the whole book and a completely unnecessary holdover from earlier iterations of Fate. Frankly it would be a whole lot cleaner and simpler to just tell players "you have seven boxes to divide between your stress tracks, minimum of two, maximum of five." Don't even make stress boxes tied to skills a thing anymore.
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# ? Feb 21, 2015 06:29 |
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The modes stuff is in the System Toolkit, so it's not like that part is new. (I was rereading FSK recently and chuckled when I reached the part where they suggest replacing stunts with literal PbtA moves.)
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# ? Feb 21, 2015 11:41 |
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Lemon Curdistan posted:The modes stuff is in the System Toolkit, so it's not like that part is new. Huh, I don't remember that. That's interesting. It's honestly how I write stunts anyway, and then rework it back to Fate language.
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# ? Feb 21, 2015 14:19 |
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Lemon Curdistan posted:The modes stuff is in the System Toolkit, so it's not like that part is new. I think Mike Olson developed them before the Toolkit; I'm pretty sure the ARRPG playtest happened before the KS, but I'd have to check. What's FSK? And why all these acronyms? I don't even know what I'm talking about.
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# ? Feb 21, 2015 17:18 |
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Evil Mastermind posted:I think Mike Olson developed them before the Toolkit; I'm pretty sure the ARRPG playtest happened before the KS, but I'd have to check. Fate System Toolkit. I'm on a phone. And fair enough re: modes. How do people feel about having the Piloting skill be used for all four actions in my Age of Rebellion conversion? I want Piloting to have a low investment so a lot of the party can be passable at it if no one wants to make a dedicated pilot, so the idea is that a Piloting attack represents using the nose guns on the ship and just manoeuvring the enemy into your sights (and so isn't possible without forwards mounted guns, which not every ship will have), but I'm not sure if this wouldn't be better represented by having ship equipment be stunts and having the Nose Guns equipment let you use Piloting to attack. Lemon-Lime fucked around with this message at 22:42 on Feb 21, 2015 |
# ? Feb 21, 2015 21:43 |
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Lemon Curdistan posted:The modes stuff is in the System Toolkit, so it's not like that part is new. Maybe not brand new but Atomic Robo is, as far as I know, the only real Fate game to go "hey, let's just use this instead of the pyramid or columns" and stick with it as a primary method. Re: piloting, either solution sounds like it should work to be honest.
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# ? Feb 21, 2015 22:18 |
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Having ship systems being effective stunts would probably work.
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# ? Feb 21, 2015 23:00 |
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It's basically the choice between "present attacking with Piloting as an option, but qualify it with the caveat that you need a certain type of vehicle tag" and "present attacking with Piloting as not an option, but make all vehicle equipment into stunts and have one enable it as a skill replacement." The former feels somewhat less elegant but I much prefer having ship equipment just be descriptive tags rather than having to write up stunts for fairly basic gear.
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# ? Feb 21, 2015 23:00 |
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Also permitting attacks off the skill provides for things like ramming.
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# ? Feb 21, 2015 23:43 |
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Kai Tave posted:Also permitting attacks off the skill provides for things like ramming. That's already a proviso in Core for Drive (which is essentially what Piloting is), but for some reason the Core skill matrix doesn't have Attack checked for it. Evil Mastermind posted:Having ship systems being effective stunts would probably work. I guess ultimately, the difference between having "nose cannons" be a tag with a mechanical effect and "nose cannons" be a stunt is essentially null, and I could just have a section with "common vehicle equipment effects" that contains all the stunts and just reference them by name only on the vehicle sheet. I'll do the stunts thing, then, since it feels cleaner. Thanks to both of you.
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# ? Feb 21, 2015 23:46 |
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Having played in Kriegzeppelin Valkyrie, pilot/shoot being different skills leads to useful distinctions in games where EVERYONE is a pilot. If everyone is a mech pilot (like Power Rangers or something), pilot to attack in vehicles is fine.
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# ? Feb 22, 2015 08:58 |
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Hyperactive posted:What I'm saying is that it lends itself to just about any/everything else with so little work it's silly. And, as in the quote in my post, it often ends up doing it "better" if you're looking to get big crazy action and a smooth play experience out of the game. That said, I do love to see more games played in the Atomic Robo setting around here. I mean, no reason not to do so since the comic is now free and online.
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# ? Feb 24, 2015 01:11 |
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If you're gonna be at PAX East, I'll be running some Fate games. I'm doing an Atomic Robo game and one based on the "Suicide Squad" concept.
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# ? Feb 24, 2015 01:16 |
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I don't suppose anyone's found a big list of post-Fate-Core stunts anywhere online? I wouldn't mind having that on hand as an easy reference while designing stunts since the Core/FSK guidelines are pretty vague. I could make the list myself, but .
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# ? Feb 24, 2015 10:12 |
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Yeah, I know what their intention was, but an extensive list of sample stunts would've been pretty useful. We started a Tianxia campaign this weekend and stunts where without a doubt the bottleneck of character creation. New players don't have enough system know-how to create good stunts, ending up with generic and boring bonuses that don't compare to the stunts a more experienced player will create. For instance, in the Tianxia campaign I can pre-emptively Create Advantage with my cooking, buffing us with "Ghost-mist Noodles" for stealth, or "Red Fire Dragon Chili" for Fight . New player has +1 to hit. Edit: VVV It wouldn't be a bad idea to have a goon Wiki or Sheet with a bunch of Stunts, actually. At the very least they would be good examples for new players, instead of the usual boring stuff. Hugoon Chavez fucked around with this message at 11:56 on Feb 24, 2015 |
# ? Feb 24, 2015 10:53 |
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One of these days I need to try and just make a stunt list myself. I went looking for those and...honestly? SA has probably the best group of stuntmakers in the whole internet. Elsewhere 90% of stunts are just '+2 to hit/CA/defend'. So hell with it. Gimme as many prompts for stunt material as you can manage. I'll see if I can't invent enough new stunts and steal old ones to create a satisfactory sample list.
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# ? Feb 24, 2015 11:46 |
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I ran/played in an Exalted game (taking place in the alternate universe of space-opera science fantasy Heaven's Reach) that we eventually switched to Fate. It turned out… alright, but it was my first time really digging into Fate and we definitely made some mistakes. The biggest being going with the super-heroic character creation from the system toolkit. It gave way too much Refresh which sorta broke the FP economy, and Skills up to +6 made creating appropriate challenges for the whole party difficult. We also, coming from Exalted, gave everyone ten stunts for their Charms, each roughly equivalent to a generic +3 stunt, which was also probably way too much and exacerbated the problem. That said we all wrote a ton of stunts, like a hundred (although many are riffed off the ones in the corebook, and others are liberally stolen from other sources). I was recently working on collecting them into a single document so I might as well share them here. I'd love to get feedback on them if anyone's got it, since I'm still really new at stunt creation. Here's the googledoc.
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# ? Feb 24, 2015 18:33 |
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Transient People posted:One of these days I need to try and just make a stunt list myself. I went looking for those and...honestly? SA has probably the best group of stuntmakers in the whole internet. Elsewhere 90% of stunts are just '+2 to hit/CA/defend'. So hell with it. Gimme as many prompts for stunt material as you can manage. I'll see if I can't invent enough new stunts and steal old ones to create a satisfactory sample list. One of my players has a character with a stunt that lets them contact the local black market for supplies whenever they make port (one per session), giving them a bonus on any appropriate rolls. Another of mine gets bonuses to Careful approaches if there's bystanders around.
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# ? Feb 27, 2015 02:13 |
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Suitcase nuke.
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# ? Feb 27, 2015 07:10 |
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# ? May 18, 2024 11:22 |
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I've got a brief bit about stunts in my 10,000 Wonders hack, mostly using the Apocalypse World style language to show how a stunt should work, and giving examples of stunts that are bad.
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# ? Feb 27, 2015 07:59 |