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Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.
A fan made page containing all the rules for Fate Core and FAE.
http://fate-srd.com/

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Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Ettin posted:

So, say you're running a Planescape FAE game set in Sigil.

What aspects would you give the city (and maybe the factions)? Would you consider tweaking the system for a more Planescape flavour any? I'm converting one of my games to Fate Accelerated and figure I might as well do some city stuff while I'm at it. :v:

If you have a copy of the Dresden Files RPG you might want to snag some of the city creation stuff from it. I would give Fate Freeport a look as well, but replacing approaches with super broad skills doesn't really work for me. You could just give characters a Faction Aspect and let them go from there.

The one thing I really got from Freeport that I liked a lot was levels of importance. You can let them set their race, faction, and anything else multiple ways. If they just note it on their sheet it isn't very important but is still set at something. If they set it as an aspect it is pretty important and should come up once a session maybe. Then they could set up a stunt based on it for when something really matters to them.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.
The Athar
-The "gods" are all liars!
-There's no point upsetting the powers.
-Part the veil.

Believers of the Source
-All things are godly.
-Survive, Succeed, and Ascend.
-What is being tested?

The Bleak Cabal
-"The multiverse doesn't make sense."
-Some folks can't handle the truth.
-Is there meaning inside?

The Doomguard
-Nothing lasts forever.
-Things are supposed to crumble.
-Everything's got a part in this.

There's what I have so far.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

axelsoar posted:

Why would you ever do the third, it is just the second option plus filling in an additional stress box.

Second, if I take a 3 damage hit and fill in my '3' marked box, do boxes 2 and 1 stay unmarked?

Because sometimes you need to soak up more damage than just the consequence will provide. A Minor Consequence and a 3 stress box is 5 shifts total. You could also take a Mild and check your 1 stress box. Either way that is 5 you see?

Yes that is how it works.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Exmond posted:

Im going to be running Dresden Files RPG in a few weeks. It will be my first time working with the FATE system. Any tips or things to watch out for?

I find that allowing multiple full wizards can be a problem. It is hard to make each of them unique and even harder to actually challenge them. A group of minor talents, one full wizard and assorted buddies, or similar works wonderfully though.

Things can get a bit overpowered with focus items and rotes so you might want to limit those.

As far as Aspects go just keep track of their High Concepts, Troubles, and any other Aspects that you think might be fun to compel that session. The players will generally tell you if they think something else is applicable.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

veekie posted:

The spellcasting stunts are all quite overpowered really.

Like Lawbreaker and Refinement? I'm a bit confused.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.
This is why I prefer the more limited magical types. Someone limited to Pyromancy isn't going to be casting a lockpick spell. Even the full on wizards have to worry about fallout.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Blasphemeral posted:

Maybe Rick Neal's blog should go in the OP. Even though it's a little outdated for Core, we do get a lot of questions on Dresden, still.

http://www.rickneal.ca/?page_id=842
Here is the best link I was able to find. Useful info in here.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Basic Chunnel posted:

I'm interested in playing in a FATE game as a player, so I can get a better hang of it and maybe not bungle GMing the Fallout game as a result, but a quick scan of the PBP forum seems to indicate that it's pretty exclusively an anime thing here, and I'm not into that. Oh well.

You could always hop on over to the Google Plus Communities. There are a lot of games going on over there all the time. Using Google Hangouts, or Google Video Conference, or whatever they're calling it now.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Daetrin posted:

I'm thinking about starting a Fate game with some of my friends soon and I was curious how well the proposed first session tends to go.

I've done both and they both work out great. I find that if you come in with a basic idea it goes a bit faster, but if you don't have any preconceptions you sometimes get a more interesting setting. The whole idea is fantastic and every time I've done it it creates a real connection between the players and the setting itself. They have good reasons for caring about the world and what is going on because they helped create it all.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Everything Counts posted:

Not yet, but it will be made available eventually--probably after it's been cleaned up/edited a bit to make it presentable for publication. I don't know what Evil Hat's schedule looks like right now but I'd guess sometime early next year.

Is Evil Hat involved in the production of Fate Freeport? I thought it was a Green Ronin Publishing dealie.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

clockworkjoe posted:

I interviewed Mike Olson, the guy behind Strange FATE, and the upcoming Atomic Robo RPG http://slangdesign.com/rppr/2013/10/interview/interview-with-mike-olson-strange-fate-and-atomic-robo-rpg-designer/

He is also now writing for Jadepunk. Fun stuff coming in the near future.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Scrape posted:

We totally softened her up with violence and took her down with words. I love this system!

It is great isn't it? I adore moments like these where some facet of this system suddenly becomes clear. The best part is it keeps happening. Things that the creator and crew take for granted we learn slowly over time.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Scrape posted:

Good call. I actually own the Dresden Files Fate books but never finished reading 'em. That sounds like exactly what I want: Muls will have an Extras package that includes strength, combat training, and that "barely needing sleep" thing, and it costs a chunk of refresh and maybe some Stunt slots. So humans end up more varied but less specialized, which is a very D&D concept. Cool cool.

You might want to check out the species section of Bulldogs! as well. It might be a bit closer to what you are looking for. It has an interesting way of handling wealth and gear as well.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Loki_XLII posted:

I absolutely love how easy it is to write adventures in this game. My group runs long (~8 hour) sessions, and I can make a full adventures worth on content in like an hour and a half, with breaks. It's so great.

I cant even picture what all you could get up to in 8 hours with this system. Our group generally only runs 2-3 hour games and we get through a shitload of content each time.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Dodge Charms posted:

That's a really interesting idea.

IIRC the 2-box mild Consequences go away at the same time Stress would go away (the end of a scene), right?

They last one scene after you've done something to start the recovery process.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Evil Mastermind posted:

Just off the top of my head...

Kung-Fu

And Jadepunk which was just successfully kickstarted.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

The Bronze Rule posted:

In Fate, you can treat anything in the game world like it’s a character. Anything can have aspects, skills, stunts, stress tracks, and consequences if you need it to.

Just because you can make anything a character doesn't mean you have to.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.
I'm involved in a pretty kick rear end dungeon crawl using Fate Core currently. To show that our characters are far less than proficient we dropped they pyramid one step. So instead of going +4 +3 +2 +1, we have +3 +2 +1 0. Any skill not on the pyramid is then rated at -1 and you can't take any stunts pertaining to it. On top of that we each have aspects showing how new we are to our chosen professions as well as having pseudo team aspects.

For dungeons we just have a standard dungeon. Each room is roughly one zone and we go about our dungeon diving just like you would in any other game. Traps are sprung or not sprung based on what we say we're doing, if it would be funnier if there was a trap there, that sort of thing. We spent the last two sessions dealing with one small dungeon and had a wonderful time of it.

Edit: A couple of links that inspired how we're doing things.

http://chaosgrenade.com/2013/09/17/plotting-a-fate-hexcrawl-campaign/

https://plus.google.com/117644069449598139980/posts/eucfGEzaevZ

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.
I was in a pretty good supers game using Fate Core recently. We had the normal skill list, and used aspects and stunts to flesh out power sets. Two of the aspects pertained to what your powers were, spelled out in a bit more detail in a backstory. As long as it was something that your powers pertained to you could invoke them like normal for a bonus. Since aspects are always true they also granted narrative permission. Flight, ranged attack, being able to attempt to control computers remotely, whatever applied. If you wanted the power to provide a constant mechanical benefit you would just add a stunt. It worked pretty well and was nice and simple.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

MadScientistWorking posted:

Honestly the rules are incredibly straightforward. Basically you can freely move between two adjacent zones without any trouble unless the connections between the zones have a hindering effect (ie. Collapsed staircase). If you want to move more than 1 zone you have to make an appropriate athletics check to get there but that counts as your action for your turn. The only way an enemy can actually hinder you is if he creates an obstacle through the overcome action on his turn or has a stunt.

In some of our games we allow active opposition if it made sense in the narrative that they could prevent you from taking an action. You're standing right next to a mook fighting him, if you try to run past him to another zone he gets to try to stop you. That sort of thing.

Jack the Lad posted:

Coming from 4e, I'm finding the combat rules frustratingly 'fuzzy'.

If you want a bit more crunch in your games you can always swipe a page from 7th Sea and look into vertical zones. They are kind of interesting. Another option is to just change the rules slightly to use tactical maps. I worked up a system of my own to do it that I think looks neat, but apparently Fred did something similar so I'll just link that.

http://www.deadlyfredly.com/2010/11/hack-use-your-grid-maps-with-fate/

If you think adding something like that will make the game more fun then run with it.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Loki_XLII posted:

In Core, do Nameless Npcs get Consequences? In the book, it talks about one, two, and three shift hits being enough to take them out, so I wouldn't think so, but I've heard some people say that they do. Who's right?

Both! You can do it either way based on how tough you want them to be. It is best to be open about it with your players, but other than that it doesn't really matter.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Loki_XLII posted:

Thanks, I figured that you could basically do what you want with Nameless NPCs (or anything else in the game), but I guess I wanted a definitive answer. If there isn't one, that's just fine with me!

The book says "They only have one or two stress boxes, if any, to absorb both physical and mental hits. In other words, they’re no match for a typical PC."

So the definitive answer is no they don't get consequences. They can if you want them to however!

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Qwo posted:

How do you guys do Fate maps? Like, in conflicts and such. I'm having a hard time figuring out how to express all the various situational and temporary aspects in play without just covering the zones in words. Are there any good examples you guys can think of? I checked out the Dresden thread but didn't see any.

A lot of people just slap down post it notes or jot them down on the side of the map space. Then you can take off notes that no longer apply or cross things out from the list. When I play online everyone pretty much just remembers which aspects they're involved with and it seems to work fine.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Jack the Lad posted:

Right, I get that. But she could just as easily have spent the three fate points through her presumably impersonal High Concept while saying the same villainous things and arrived at the exact same result; actually having I Won't Lose to You, Cure Pitch! as an Aspect didn't do anything.

You might be interested in the Atomic Robo RPG skill mode system. If I understand it correctly you get three modes, which are just a collection of skills, and each of those gets an aspect. To get a bonus on a skill in a mode you have to be able to invoke the aspect associated with it. I may be completely wrong with how that works though. I haven't seen any of the playtest files yet, just what I've been able to figure out from play videos.

Edit: I'm wanting to say I've seen someone ditch the aspect system entirely and use a sort of stunt with an aspect like name system instead. That way you define each one with an exact mechanical benefit. If I run across it again I'll post it here.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Cyphoderus posted:

Why does it need a replacement in the first place? If there's no vehicles or anything to drive, just get rid of the thing. Ride is the obvious answer if it's gonna be a setting where horses/chocobos/oliphants/riding war dogs are readily available. I think there's also potential on separating the ability to run and move from Athletics into a skill of its own, like Move or Parkour or something, for a given style of modern game where it matters.

In the fantasy game I'm currently co-GMing we just left it as Drive. Getting a cow to go where you want, riding a horse, steering a carriage. Seems to be working just fine so far. If they aren't going to be doing anything like that though just ditch the skill yeah.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Jack the Lad posted:

How are you guys handling magic?

One of the simplest systems I've seen just recolors skill rolls if you have a relevant aspect. Generally a high concept stating that you are some sort of magic user. This would allow you to use shoot to fling fireballs, deceive to create an illusion, and you could always invoke your high concept for an added boost. Then there is the Fate Freeport system where they just have a spell list. It is basically just list of magical stunts that you can spend refresh to get a selection of them.

In the game I'm in now we've rolled up some rather insane rune magic system. It was actually spawned from this video.
https://www.youtube.com/watch?v=XbI-fDzUJXI
You have a bunch of runes and where they are in relation to each other alters the effect of the spell. The trick is it is a reconstructed ancient language and everyone is really really bad at it. Being very very bad at what we do is a running theme in our game though. We are having a blast.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Fenarisk posted:

My only real issue with FAE is handling equipment, I have no clue how to do that beyond "it lets you do a thing", but maybe that's what I should leave it at, with swanky or rare stuff giving modifiers.

Anything more interesting becomes a stunt! One of the two forms is Because I have this fancy bit of tech blank.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Kwyndig posted:

So is the PDF actually available for that now and if so, how is it?

If you preorder now you get to download the PDF immediately. People are saying good things so far, but I don't own a copy yet sadly.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Swags posted:

I've got this idea for a superhero game and I don't know what system to do it in, but I'm looking at Fate since it seems pretty fun and narrative and my group is on a narrative kick lately.

I would be tempted to bust out the new Atomic Robo RPG for that. Fate Core based. There have been a few conversations of doing exactly that on the Fate Core community on Google Plus. Skill modes, megastunts, action science, and a whole lot more.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

ProfessorCirno posted:

FAE suffers from the opposite problem of "I roll literally the one loving thing I always roll for everything."

You solve this by adding complications to how they solve something. You can also adjust the difficulty when using an unsuitable approach. I forcefully break down the door. Okay, the noise alerts everyone in the area to your break in. Probably should have let the sneaky guy pick the lock.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Squidster posted:

Unrelated: Is there a max limit to how much a roll can be boosted? I.e: 5 players spend their turn building advantages on a boss for a total +10, then each spend a fate point to boost one player's attack by an additional +10?

Only the narrative. If they can justify all of that making sense then roll with it. While they're doing all that you can have the big bad wailing on them.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

incogneato posted:

Is there anything a complete FATE newbie should know before buying Bulldogs? I've been itching to play a pulpy Firefly-ish sci-fi game and I keep seeing it mentioned as a good place to start.

I adore Bulldogs!. Some fans already made a Fate Core conversion thingy.

http://spacebulldogs.wikidot.com/rules

It is very playable as is though. Last time I played I just cut the aspects down.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

EscortMission posted:

I'm super new to this system, and my group has questions on two things that Fate Accelerated wasn't entirely clear on.

If the GM invokes an NPC aspect the fate point just gets spent. It doesn't go to any of the players. A stress box only soaks up the amount of stress it is rated for.

Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

deadly_pudding posted:

Here's a fun discussion: FATE Cyberpunk.

You might want to check out Bulldogs!. Would do cyberpunk well I think. At the very least it might give you some inspiration for how to handle things.

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Lallander
Sep 11, 2001

When a problem comes along,
you must whip it.

Texibus posted:

Are there any good videos explaining Dresden Files? Most of the YouTube videos are pretty garbage.

Not a video, but this guy's articles are fantastic.
http://www.rickneal.ca/?page_id=842

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