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Hey, can I trouble you guys to answer a design theory question? In FATE 2.0 aspects basically work as numerical attributes. Why do you think FATE Core moves away from this strategy and towards having specifically enumerated attributes or skills?
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# ? Feb 23, 2018 07:14 |
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# ? May 18, 2024 02:20 |
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DalaranJ posted:Hey, can I trouble you guys to answer a design theory question? It lets you invoke aspects and add stats, separately.
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# ? Feb 23, 2018 08:24 |
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Also, the concept was revisited and done better in the fate toolkit. You shouldn't be ranking aspects beyond 'concept'/'not concept', ideally.
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# ? Feb 23, 2018 14:22 |
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Golden Bee posted:It lets you invoke aspects and add stats, separately. This was what I expected the answer was. I think an example would help me understand better but maybe I’ll grasp it by reading the toolkit. Thanks.
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# ? Feb 23, 2018 19:53 |
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So we just hit our first significant refresh in Dresden, and this is my local group's first campaign using FATE. After years of fantasy and sci fi campaigns holy poo poo is it great to say "the day is today and the setting is right here in this city." Intertwining the political realities and social issues of the city we actually live in with an established supernatural mythology, and then giving the PCs power in that supernatural mythology, has created real emotional investment and gut wrenching compels. There does seem to be some pretty fiddly bits that we are probably loving up or hand-waving through to keep the action going. In particular, doing anything consistently with the social track, and running evocation magic -- we are in a feet in the water power level and only have one player using the flexible magic powers. I get the impression Dresden Files Accelerated, using more mature FATE concepts, would fix these issues, but on the other hand the group as a whole wants something crunchier after a few months of Apoc World spin offs and light one shots, and actually enjoyed spending an entire session hunting through lists of stunts to build out their characters. And for the most part I've been able to hold my own with 7 aspects x 4 players in face-to-face games (cheat sheets and less whiskey has helped). Are all the options still in the Accelerated version? Now's a good time to make a rules change though. Worth it to switch over to Accelerated for cleaner play, or is there a danger of streamlining the characters too much if the players like lists and reference sheets?
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# ? Mar 10, 2018 17:51 |
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I'd say if they like lists and reference sheets, then you might want to stick with what you've got. Character creation in DFA is more package-based rather than picking stuff from a list.
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# ? Mar 10, 2018 19:48 |
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Has anyone published just a long list of Fate Core stunts somewhere? Something for lazy GMs or players who aren't too comfortable with Fate to go look at when they can't think of a stunt to write up. (Also, corollary to the above: has anyone put together a Fate Stunt Maker like the old Dungeon World monster maker?) Lemon-Lime fucked around with this message at 21:54 on Mar 26, 2018 |
# ? Mar 26, 2018 21:47 |
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Lemon-Lime posted:Has anyone published just a long list of Fate Core stunts somewhere? Something for lazy GMs or players who aren't too comfortable with Fate to go look at when they can't think of a stunt to write up. There's this, but the author included a bunch of stunts from Fate System Toolkit without including the alternate rules that balanced them, and also a bunch of his own stunts, and hasn't updated it since before Atomic Robo came out, so I can't guarantee it'll help. This is a stunt maker.
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# ? Apr 6, 2018 02:10 |
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Ettin posted:There's this, but the author included a bunch of stunts from Fate System Toolkit without including the alternate rules that balanced them, and also a bunch of his own stunts, and hasn't updated it since before Atomic Robo came out, so I can't guarantee it'll help. Thanks! The list helps a little, it's just a shame there isn't someone collecting every user-made stunt they think looks acceptable into one location. That link is a random stunt generator, rather than a thing where people can make stunts and have them stored (like the DW monster maker I linked), though.
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# ? Apr 6, 2018 09:50 |
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The thing about Faith is that every game has different stats, and most stunts are either specific bonuses or stat replacement. Unlike apocalypse world, they can’t really give you additional permissions because they don’t know what your aspects are! For example, in monsterhearts, there’s a move that lets ghosts fly, but if you decide to pick “Avian Bird King” as your high concept, that’s that would be pointless to you. Same as if you choose a game that’s entirely underground, or a game where everyone has a rocket pack. That’s why nobody has compiled a master list.
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# ? Apr 6, 2018 16:39 |
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I'm trying to build a Tokusatsu-inspired (but not exclusively) street-level modern-day superhero game using FATE. Are there any systems I can most effectively cannibalize?
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# ? Apr 7, 2018 04:10 |
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DoctorWhat posted:I'm trying to build a Tokusatsu-inspired (but not exclusively) street-level modern-day superhero game using FATE. Are there any systems I can most effectively cannibalize? I cannibalize Atomic Robo for basically everything these days. Everybody has to take an aspect and weird mode about being a transforming superhero or whatever, and then they can transform by Creating an Advantage, and possibly take a Mega Stunt related to that. Alternatively, you could assume "transformed" as the default state, and periodically compel their transforming aspect to make them do a scene where they left they can't, for whatever reason.
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# ? Apr 7, 2018 10:27 |
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Everyone is really stoked about Atomic Robo's way of handling Fate stuff, but.. I dunno. The fact that there are only four proposed modes has always been a sticking point to me. At this point just do what Kerberos Club did and provide a bunch of smaller ones.
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# ? Apr 7, 2018 10:43 |
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paradoxGentleman posted:Everyone is really stoked about Atomic Robo's way of handling Fate stuff, but.. I dunno. The fact that there are only four proposed modes has always been a sticking point to me. At this point just do what Kerberos Club did and provide a bunch of smaller ones. I mean, there are thirteen smaller Weird Modes (Beast, Dinosaur, Martial Artist, Mutant, Pilot, Psychokinetic, Reporter, Robot, Secret Agent, Soldier, Spirit, Telepath, Warbot) in the core book plus rules for making more. Or did I misread and you meant something else?
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# ? Apr 7, 2018 16:44 |
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Would Venture City also be worth looking at?
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# ? Apr 7, 2018 20:47 |
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DoctorWhat posted:Would Venture City also be worth looking at?
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# ? Apr 8, 2018 08:14 |
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Ettin posted:I mean, there are thirteen smaller Weird Modes (Beast, Dinosaur, Martial Artist, Mutant, Pilot, Psychokinetic, Reporter, Robot, Secret Agent, Soldier, Spirit, Telepath, Warbot) in the core book plus rules for making more. Or did I misread and you meant something else? ..uh. So there are. I guess I misremembered. I should give this another read.
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# ? Apr 8, 2018 10:28 |
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Not to mention that a lot of the canon character writeups have unique weird modes that aren't hard to reverse-engineer. And there's a whole mess of new modes in the Majestic 12 sourcebook.
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# ? Apr 8, 2018 14:40 |
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really you're supposed to be rolling your own Weird Modes, a lot of the time. Weird Skills, too. I like to use Weird Skills to help provide more specific permissions for flavorful types of actions. Like, one of the example ones in the setting I'm working on is an "altered" version of Shoot (I differentiated Fight and Shoot again in this setting) for a wizard to have: "Glaciomancy" (part of my example Wizard Mode): Create Advantages by creating or shaping ice Overcome obstacles by creating ice or shaping ice Attack at range using ice projectiles Defend from physical attacks by forming ice barriers Costs 2 Points. It distinguishes from Shoot by defending against attacks, rather than interfering with Shoot-based Create Advantage attempts, as well as the fact that, being presumably +0 at Shoot, the Wizard is probably awful at using conventional ranged weapons. While having an Aspect like "Foremost expert of Glaciomancy" would grant permission for similar types of actions, a character without this Weird Skill would have to be using some other skill to, for example, cross an underground chasm by creating an ice bridge. Maybe that's a Will roll, for doing magic. Maybe that's an Athletics roll, for not slipping on the ice. In the case of this person with the Wizard Mode, we know it's a Glaciomancy roll, for casting ice magic specifically. The downfall of using Glaciomancy, rather than using your Aspect permission to use Shoot with a magic wand or whatever, if you can't make the obvious stunt "+2 to Shoot with ice magic", because "+2 to attack with Glaciomancy" is too broad of a use case. You could do "+2 to attack with Glaciomancy in cold weather", though, probably.
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# ? Apr 8, 2018 17:21 |
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Does anyone happen to know of a Fate Core sheet that only has a single stress track, rather than the default physical/mental split?
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# ? Apr 9, 2018 01:58 |
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deadly_pudding posted:
If you're going with Robo, I'd probably not do a straight +x to attack stunt anyway for something like that, but maybe one that gives weapon rating instead. Or maybe 'coldproof'. Or both as a megastunt.
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# ? Apr 9, 2018 04:25 |
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unseenlibrarian posted:If you're going with Robo, I'd probably not do a straight +x to attack stunt anyway for something like that, but maybe one that gives weapon rating instead. Or maybe 'coldproof'. Or both as a megastunt. Right, I was just trying to illustrate the difference between using Shoot to do a Weird projectile with permission, and using a Weird Skill to fire its own type of projectile. A character with that mode probably would have some kind of "Frozen Heart" Megastunt that confers various boosts and powers related to ice, as you said.
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# ? Apr 9, 2018 10:18 |
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Golden Bee posted:The thing about Faith is that every game has different stats, and most stunts are either specific bonuses or stat replacement. Unlike apocalypse world, they can’t really give you additional permissions because they don’t know what your aspects are! The idea isn't to provide some kind of authoritative, exhaustive List Of Stunts, it's to collect a list of user-made stunts that players can use as examples when making their own. There are plenty of people out there who are playing something that's 80+% Fate Core, there are plenty of stunts that are generic enough to work just fine without having the accompanying character sheets, and it doesn't actually matter if some of them need permission aspects or only make sense in a specific campaign - the idea is to provide more examples than just what's in Fate Core/System Toolkit as a starting point for people's imagination.
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# ? Apr 9, 2018 11:21 |
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Lemon-Lime posted:The idea isn't to provide some kind of authoritative, exhaustive List Of Stunts, it's to collect a list of user-made stunts that players can use as examples when making their own. Plus, nothing's stopping a theoretical list of such stunts to include the permissions that such stunts require.
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# ? Apr 9, 2018 12:05 |
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Crossposting from the Kickstarter thread in case anyone wanted to know how Tachyon Squad is:Lemon-Lime posted:I've seen a number of ways to do dogfighting in Fate, and they largely all fall into three categories: making the ships characters in their own right complete with their own aspects/stunts/stress/consequences and skills (with or without PC skills adding to them), making the ships just a permission aspect to justify having the players roll their own Shoot/Drive/etc. in space, and something kind of in the middle where ships have their own stress/consequences/aspects but player skills are still rolled.
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# ? Jun 4, 2018 11:24 |
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Howdy y'all. Do you like superheroes? Do you hate how superheroes only uphold the status quo and never seem to make real positive change? Do you like communism and utopian Soviet science fiction? Well, do I have a setting for you! I wanted to run Venture City. That is a cyberpunk superhero setting in fate that has a very fun superhero system. The problem was that it was just so depressing. The world sucks and there's just nothing you do about it and the game really feels like it doesn't even entertain the idea. That 90's cynicism nihilism the thing where the world sucks but you got to live in. As I was falling asleep, I realized it would might be more palatable if there was a better way that some people knew about and were actively trying to bring about. Hell, even if they were wrong it would still be more bearable to have people trying to do the right thing. And that's when I remembered Red Planet. Red Planet is a science-fiction setting for Fate where a Mars colony rejects America and the Soviet Union and focuses on Progressive materialism, a made-up form of Socialism, and do Space Adventures. So I got to work and wrote up a merger of the settings. You can find it at this link. Please comment and give your opinions since I might run it and it would help to know about how to do it best.
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# ? Jun 7, 2018 04:55 |
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What would be the best books/supplements to look at besides Fate Core to run a Final Fantasy loosely themed or straight up set in an FF world game? Since that's a large list of possibility, it would be in an FF12 or FF14 setting. Of note this would be my first Fate game - both being in and running. I've been reading over the Core and it has a ton of appeal, in particular the Fate Fractal seems like a very elegant way to handle...well anything interesting going on in a location. Right now going off just Core I'd likely run the game pretty straight, but add that each player must choose a Job Aspect such as Dragoon, Machinist , Black Mage, etc. And...that's it, which seems rather amazing to me in terms of need for setup, but seems so simplistic that I feel like I'm missing some large pieces.
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# ? Jun 12, 2018 06:22 |
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Put adjectives in front of the job name and suddenly you have a nuch stronger Aspect. Give each job a Stunt track as well if you want. Problem is I don't see this system meshing well with class based stuff though which is the problem I ran into when doing Legend of the Five Rings in FATE Core.
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# ? Jun 12, 2018 06:50 |
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This is where I'm always gonna recommend Modes, with your FF Job as a Weird Mode a la Atomic Robo, but you can get away with highly permissive aspects if you'd rather run it closer to standard FATE Core. Every character has a "Job Aspect" that consists of some adjective or qualifier, and the Job, which gives them narrative permission to do certain things. So, a Black Mage can use the Shoot skill to cast offensive spells, a Dragoon can use Athletics to make superhuman vertical leaps (you should still have a Stunt if this allows them to always bypass physical obstacles by jumping over them), a Monk gets permission to do stuff with their bare hands that would normally require a weapon or tool, with regards to breaking things or otherwise causing harm. Warrior is kind of a tough one. Permission to perform superhuman weapon feats in general, like slicing a marble column in half with a single swing of an axe. Abilities that let them defend against attacks using Physique or ignore one hit per scene should be stunts. Rogue/Ninja should be capable of superhuman feats of stealth, able to sneak past things that no other character in the party could possibly hope to, for a kind of risk/reward style that results in them being alone in enemy territory and able to set up sabotages while the party finds a way around or fights their way through. White Mage is the actual tough one, because FATE really doesn't have a "fast healing" mechanic like D&D and Final Fantasy have. You'd be able to use Shoot for spells like Holy. You'd need stunts for healing. As a GM, I'd probably let you have like a "once per scene, remove another character's mild consequence, or downgrade a higher consequence, that was inflicted during this scene", and I'd also let you have, "use Lore to overcome another character's non-consequence injury, poison, or curse-based situational aspects". As worded, the balancing factor for me, off the cuff, is that the White Mage in this case cannot heal themselves with those powers.
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# ? Jun 12, 2018 14:00 |
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deadly_pudding posted:Good info Thanks for the feedback everyone. I have a couple months to prep, so I'll read over all of the suggested and then probably come back here for some more feedback. On specifics, I could see the Warrior being built around being a problem for enemies. A stunt where he can put an Aspect of something like "Protected by Warrior" on someone and that now opposition has to deal with that or something that makes it harder for enemies to Create Advantage or possibly Overcome seems circumstantially interesting and within the idea of the Warrior and associated tanky types. I'd probably structure the healer class to be less strict healing and more support based, but will definitely keep your suggestions in mind. I still need to do a couple test sessions to understand how everything clicks together for sure.
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# ? Jun 12, 2018 18:21 |
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TaintedBalance posted:Thanks for the feedback everyone. I have a couple months to prep, so I'll read over all of the suggested and then probably come back here for some more feedback. Your warrior shouldn't need a stunt to protect somebody like that. You're free to defend a character that you could reasonably reach, at the risk of suffering the results of a failed roll. The stunt would be if you get +2 to defend specifically while defending somebody else. You're also allowed to just eat a hit for somebody, if the GM is being a stickler about whether you have any means to stop, for example, a lightning bolt, besides just getting struck by it, in which case you defend with a roll +0, but still save your friend.
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# ? Jun 12, 2018 19:15 |
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I have a few questions regarding stunts. I'm helping with the game I'm running from a different game system and while I won't worry about converting every single ability... How would you handle: 1) someone who can shoot healing arrows at others 2) someone who drains energy from others on a successful hit, healing herself (I was thinking something that gives her a Boost instead) 3) someone who can set up magical barriers to defend others (this is something he wants to be able to do) Kaja Rainbow fucked around with this message at 22:05 on Jul 15, 2018 |
# ? Jul 15, 2018 21:55 |
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Kaja Rainbow posted:I have a few questions regarding stunts. I'm helping with the game I'm running from a different game system and while I won't worry about converting every single ability... Fate doesn't do in-combat healing, really, so boosts are one way you could do this. You might also consider using opposition that creates advantages representing sickness or wounds, which could be dispelled by an arrow or countered by an energy drain. Kaja Rainbow posted:3) someone who can set up magical barriers to defend others (this is something he wants to be able to do) That's pretty stock Create an Advantage, really. Setting up barriers is one possible use of the skill. They can create boosts to other people's defense or serve as passive opposition, which can be interpreted in a lot of ways - guaranteeing a certain minimum role, or present something that has to be overcome. What else are you looking to do? Like, stock Fate Core, is there some setting you're interested in?
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# ? Jul 16, 2018 00:23 |
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The game is set in a shounen style battle school. The PCs are a vampire, a luchador, a magical archer, a magician, and a robot. I ran it in Valor, which is really fun but setting up NPCs took too long.
Kaja Rainbow fucked around with this message at 02:00 on Jul 16, 2018 |
# ? Jul 16, 2018 01:43 |
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Kaja Rainbow posted:The game is set in a shounen style battle school. The PCs are a vampire, a luchador, a magical archer, a magician, and a robot. I ran it in Valor, which is really fun but setting up NPCs took too long. Yeah... the thing to keep in mind is that "healing" in the traditional sense isn't really a thing in FATE. It's balanced to make damage very... damaging. As Glazius said, you can do some of this with boosts. Give that archer a stunt that gives them lets them use Shoot to overcome other people's injury-related boosts/aspects, maybe. Or like "once per scene, restore 2 of another character's physical stress boxes as a difficulty 3 Shoot overcome" or something, which allows for a bad roll to make it interesting. The vampire could maybe have a stunt like, can transfer injury-related (non-consequence) aspects to another person using an opposed Fight Create Advantage. Or, like, once per scene, instead of inflicting damage with a bite, the vampire can steal a GM FATE token. I *might* allow something like, "Once per adventure, upon killing a character by biting and consuming them, heal a minor consequence or otherwise downgrade an existing consequence above that rank," but only do this if there's going to be narrative weight attached to doing a murder. If this is like a lot of RPGs where the PCs have a body count in the dozens by the end of their first adventure, then that ability will be entirely too powerful. Consequences are meant to stick around. Minor ones clear up pretty fast, anyway, but your moderate and severe consequences are meant to put some weight on the decision to get into a an open conflict. A physical conflict occurs when a mere contest of skills isn't enough to resolve two sides' differences- all parties enter into the situation with the intent to injure or kill. A boxing match is a skill contest until Mike Tyson decides it's time to bite your ear off, then it moves into conflict. Social conflicts are the same; a simple debate is probably a skill contest, but it crosses over into social conflict when both parties are out for blood and trying to fully discredit, intimidate, or exile the other from some society or group.
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# ? Jul 16, 2018 14:37 |
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For context the PCs are mostly fighting monsters formed from corrupt chi and the residues of obsessive emotions, so killing isn't a common issue. The vampire uses dark/death chi (dark chi is the academic name). I like the roll to remove 2 stress option for the archer and the steal one of the GM's fate points option for the vampire. I'll suggest those to them. I'm using FATE Accelerated by the way, with the Approaches modified to use Valor's attributes. (I went this route for the ease of familiarity to the players.) Kaja Rainbow fucked around with this message at 15:34 on Jul 16, 2018 |
# ? Jul 16, 2018 15:28 |
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Also the vampire had a thing in Valor with struggling to resist her darker instincts when she's hurt enough. Any thoughts about that? Her player suggested a stunt that when she's got a Consequence she gets 2 fate points from compels of her Vampiric Instincts aspect but it costs 2 fate points to resist.
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# ? Jul 16, 2018 15:45 |
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Kaja Rainbow posted:Also the vampire had a thing in Valor with struggling to resist her darker instincts when she's hurt enough. Any thoughts about that? Her player suggested a stunt that when she's got a Consequence she gets 2 fate points from compels of her Vampiric Instincts aspect but it costs 2 fate points to resist. No, don't give her bonus FATE for compels. That's the whole point of having something compelled. Other characters get other personal issues compelled. She gets vampire instincts compelled. Compel her more often, maybe. It's common for players to suggest to the GM that "this is a good opportunity to compel me on the basis of <X>" as a way of fishing for tokens, so just take her up on the offer if her player is token-hungry enough to cause more problems for herself and others.
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# ? Jul 16, 2018 16:07 |
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deadly_pudding posted:Compel her more often, maybe. It's common for players to suggest to the GM that "this is a good opportunity to compel me on the basis of <X>" as a way of fishing for tokens, so just take her up on the offer if her player is token-hungry enough to cause more problems for herself and others. Players can also outright self-compel, it's worth remembering.
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# ? Jul 16, 2018 16:14 |
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# ? May 18, 2024 02:20 |
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Seeing as there is activity here, just wanna ask if some stuff is okay:
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# ? Jul 16, 2018 16:24 |