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I'm not sure about the city itself, but definitely check out Fate Freeport if you want a D&D-fied version of FAE.
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# ¿ Sep 22, 2013 06:22 |
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# ¿ May 3, 2024 09:51 |
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I'm actually bummed that the time travel and the fantasy magic shop games didn't go past character creation, but yeah. People will run what they like, so hopefully you'll find a Fate game you'd be interested in soon. If you want a little crunch in the gear and have a hold of Diaspora or Bulldogs from that last Bundle of Holding, they do have rules for making guns (both slug throwers and energy weapons!) and armor.
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# ¿ Sep 27, 2013 23:56 |
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Dodge Charms posted:Are there any FATE games which unify Stress tracks into a single track? FAE does exactly that! It is rad.
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# ¿ Oct 17, 2013 17:20 |
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Also, the number of boxes for physical and mental stress tracks still depend on Physique and Will respectively, but you can get around that by just giving everyone three stress boxes flat or however much you like it. Maybe add another mild consequence slot at Good (+3) Physique/Will to keep those skills appealing, and you're good to go.
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# ¿ Oct 17, 2013 18:14 |
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Sounds interesting at a glance. Consider using Collateral Consequences from the Fate Toolkit, so the players can offload the stress from their failure rolls into the world itself and turn them into tangible complications.
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# ¿ Nov 4, 2013 10:05 |
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FATE-powered mecha game, Apotheosis Drive X, is now on sale for five bucks in RPGNow. I'm definitely going to pick it up, though I'd like to know if anyone's had experience with the game yet.
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# ¿ Jan 7, 2014 14:51 |
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To be fair, the Companion never refers to the DnD stats as approaches and more like a very small skill list, like White Picket Witches does. I think it works a little better thinking about them that way.
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# ¿ Jan 14, 2014 01:30 |
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petrol blue posted:That sounds oddly familiar. The game definitely encourages making your own faction that's your thing, yeah. The sample scenario also provides justification for players of multiple factions to work together, so it's possible to go that direction too.
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# ¿ Feb 7, 2014 03:22 |
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It's from the Fate System Toolkit, tied to one of the sample magic systems with a lot of other ridiculous stunts like this. I'm... not sure why they threw it in this page without even checking if it meshes with the other stunts. In contrast, the converted SOTC stunts there are kinda boring but I guess that's just a product of its time.
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# ¿ Feb 14, 2014 13:59 |
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Would a lot of tweaking be necessary to use Venture City's superpowers system for Exalted? I'm speaking as someone more familiar with the setting than the joy of actually playing 2e. I figure it needs a few more extra stunts for more demigod-like abilities and it's good to go, but I could be missing something. ...Though now that Mad mentioned Wild Blue, I'm now wondering why I never considered using Gifts.
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# ¿ Mar 20, 2014 05:17 |
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Kaja Rainbow posted:I know for a swashbuckling game someone tried replacing stress boxes with a need to create an advantage. That apparently worked pretty well for them. Yep! You can find an example of that right here in the Fate Toolkit. I haven't tried it myself, but it looks interesting.
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# ¿ Mar 21, 2014 09:04 |
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While we're (sorta) on the subject, what's a good guideline to building encounters? I've run quite a few combat scenes that drag out longer than they should, and a few that ended way too quickly for my tastes. I'm not sure if it's just I put too many mooks in play, or too many stress boxes for each of them, since if I set them either of those too low my players just wipe the opposition off the floor with enough invokes.
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# ¿ Mar 21, 2014 12:20 |
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Evil Mastermind posted:Yeah, I think it's a mindset we get ingrained into as gamers that every conflict a) has to be dealt with a full-blown Thing that we have to map out and roll and deal with on a granular level, and b) has to be fought to the death where one side or the other has to be wiped out completely to "win". Yeah, I guess it doesn't help that I take my game ideas off JRPGs like TWEWY, Sakura Taisen, and Devil Survivor where fighting is the only way forward. I'm trying to introduce stakes to make it meaningful (characters the PCs care about will be in danger, if they don't step up), but it's still a matter of trading stress until one side falls. I'll have to figure out other ways to introduce conflict. Fate is not a good combat engine, but I love it all the same. EDIT: Will also read the Core book again on those enemy guidelines, thanks. Mitama fucked around with this message at 05:14 on Mar 22, 2014 |
# ¿ Mar 22, 2014 05:12 |
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Hopefully it won't take until June for a PDF-only option. Not really keen on those overseas shipping fees. e: I'm just really excited to get this. Mitama fucked around with this message at 02:59 on Apr 22, 2014 |
# ¿ Apr 22, 2014 02:55 |
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Aw. I guess that makes sense, though.
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# ¿ Apr 22, 2014 03:11 |
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Evil Mastermind posted:It looks like Leisure Games is going to participate in the Bits & Mortar intiative later this week, so keep an eye out for that I guess? Doesn't seem like there's a participating store in my side of the world though. How do they implement Skill Modes in the book? I've been curious about the idea ever since they introduced it in the Toolkit and it sounds like some folks in G+ really like it (Fred Hicks included).
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# ¿ Apr 28, 2014 06:04 |
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Speaking of a world of cardboard, Ryan Danks wrote some cool articles about depicting supers in Core, particularly this one about invulnerable characters like Superman.
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# ¿ May 19, 2014 22:27 |
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Hyperactive posted:The first Robo RPG supplement, which I'm working on right now, has what I hope to be an interesting and unexpectedly canonical take on doing things like that. Personally, I just expect everything to cross over to AR naturally. Even things that don't. This is a great article. I've always had a guilty pleasure for L&O, myself.
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# ¿ May 24, 2014 03:37 |
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That said, it's still playable, if a Mitama fucked around with this message at 07:51 on Jul 6, 2014 |
# ¿ Jul 6, 2014 07:37 |
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I somehow managed to forget that Diaspora has 36 skills.
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# ¿ Jul 6, 2014 13:19 |
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I just really want a Science Team Super Five book. Serious though, looking forward to that expansion. Mitama fucked around with this message at 23:27 on Jul 10, 2014 |
# ¿ Jul 10, 2014 23:06 |
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Consider checking out Stormcallers from the Fate Toolkit and picking the stuff you like from it.
Mitama fucked around with this message at 11:48 on Jul 21, 2014 |
# ¿ Jul 21, 2014 11:22 |
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The example they give in p.163 is letting you spend a Fate Point to declare (as a story detail) that your grenade or a similar explosion totally hits everyone in a zone. I sorta prefer that over a stunt (which you can still do!) or a flat -2.
Mitama fucked around with this message at 09:16 on Jul 26, 2014 |
# ¿ Jul 26, 2014 09:13 |
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I mean, if you use the mob rules, then area attacks don't need to come up so often anyway.
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# ¿ Jul 26, 2014 09:26 |
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Rob Donoghue also wrote his own take on two-column Fate. (I personally like that FateDragon setup.)
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# ¿ Aug 28, 2014 07:50 |
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Davin Valkri posted:Court/Ship always seemed like discount Monsterhearts to me. Maybe because of the art style, maybe because I'm not up on my early modern history of France, but when I read it I kept thinking "what does this game do that Monsterhearts doesn't?" I don't think that's a fair comparison, since you can eschew all the supernatural stuff (all but the aliens) and it would still be a weird game about French courting, politicking, and ballroom dancing.
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# ¿ Nov 25, 2014 01:10 |
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Evil Mastermind posted:I recent Fate news, EH is releasing more of the Worlds of Fate PDFs as stand-alone books in Q1 like they did with Secrets of Cats. Now I'm thinking putting Atomic Robo together with the Toolkit's Six Viziers and see where that takes me.
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# ¿ Jan 19, 2015 03:22 |
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Elderbean posted:Is there a collection of all the icons and graphics used in Fate Core for those of us that want to write up extras? If you mean the font they use for the dice faces / four actions, you can download it here (scroll down a bit).
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# ¿ Jan 22, 2015 07:22 |
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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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Looks like a preview of Dresden Files Accelerated is out to Fate Core backers. Only a few years late!
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# ¿ Dec 8, 2016 01:55 |
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# ¿ May 3, 2024 09:51 |
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Probably, they consider this a big release that justifies the production time. I'm just really impatient, I suppose.
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# ¿ Dec 8, 2016 02:24 |