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I always have the trouble with AW that a major mechanic is having sex with other PCs and I have never once looked upon a group that I thought could make it not creepy. God is the conflict resolution system ever great though; death to d20 and ability scores it's all about 2d6 plus flat number now.
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# ¿ Sep 28, 2013 18:30 |
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# ¿ May 4, 2024 09:25 |
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Kerzoro posted:So I've been considering a Persona/SMT-style game using FATE. Strange Journeys in particular strikes me as interesting, in the whole "people go to a MYSTERIOUS NEW ZONE and find world-changing things in there". Persona interests me because, well, they can resonate with the character's Aspects. This is a page late and a dollar short, but did you ever get this off the ground? Missed out on PixelZero's PBP, and it is my mission in life to get good at GMing so I can run a Persona RPG. Or just play in one. I'm not picky at all. My advice would be to stick with Persona specifically so you don't have to deal with that demon negotiation stuff. I would honestly shy away from crunch, modelling Personas with just an Aspect (invoke: use special ability; compel: get hit with a magical weakness or whatever) and a couple stunts for magic. If you use Social Links (you should) have them be mostly between PCs. Maybe granting stuff like Follow-Up Attacks (further bonus to utilize PC-created Advantages or Boosts) or Fusion Spells (deal damage equal to both PC's normal damage plus the Link's level)? I have little experience with FATE or the Fractal, so this is all untested and completely off the top of my head. Use at your own risk.
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# ¿ Dec 22, 2013 23:49 |
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Jack the Lad posted:If you shoot out the lights and make the room Dark, does it stay dark after you use the boost on an action? I would agree with Cyphoderus in that it's still dark, it just no longer grants a bonus because everyone is used to the dark/has their night vision out after the invoke.
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# ¿ Jun 13, 2014 17:17 |
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Quantum Mechanic posted:Nyaa~lathotep Nyarko, crawling with love~
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# ¿ Aug 26, 2014 20:19 |
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Coming from Dungeon World, what are the main pounds to remember when GMing FAE?
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# ¿ Sep 14, 2014 04:35 |
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Evil Mastermind posted:The new Bundle of Holding is a second collection of Fate stuff. Picked this up, thanks. There's gotta be ideas in there for my not-Wonderful 101 game.
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# ¿ Nov 19, 2014 22:12 |
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The Dungeon World thread had a ton of tips for running the game effectively, is there anything like that for FATE? When I run DW making poo poo up is fun for me, but in this game I don't think I use compels enough, or understand the various levels of success.
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# ¿ Nov 20, 2014 02:18 |
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I'm running a sort of Metal Gear/Deus Ex/Archer/Alpha Protocol mashup and I'm looking for tips on how to Effectively GM. I understand that offering compels is really important for the players to have a good balance of Fate Points. Any other pitfalls? The closest thing I've run is Dungeon World.
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# ¿ Jan 25, 2015 16:56 |
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Er, about to start running, I should say. Poorly worded. I'll record session 1 and upload it here if people are willing to help me improve.
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# ¿ Jan 26, 2015 00:51 |
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# ¿ May 4, 2024 09:25 |
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Captain Walker posted:I'm running a sort of Metal Gear/Deus Ex/Archer/Alpha Protocol mashup and I'm looking for tips on how to Effectively GM. I understand that offering compels is really important for the players to have a good balance of Fate Points. Any other pitfalls? The closest thing I've run is Dungeon World. This is going on Saturday and I want to make sure starting with only the barest of frameworks, as I am, is OK. The PCs work for the creatively named Company, and I'm basically planning on having them run through that early mission from Alpha Protocol where you hunt down the arms dealer in his palace. I figure it'll take three or so scenes to get to the inner sanctum, but what happens on the way I'm pretty much playing by ear. Does that work in this game? I'm gonna give aspects to the arms dealer, and probably that room with the tank and stuff, but not everything needs to be stated out, right?
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# ¿ Jan 29, 2015 19:18 |