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Game Ideas - LFG, LFP, Interest-Check.

Posted by Cripple XFor group 0
Thorfred
player, 20 posts
Thu 24 Sep 2015
at 07:02
  • msg #87

Re: Game Ideas

I would be most interested in a Gods & Monsters game. I have read and reread the product and it might just be the thing for me, regarding all kinds of god games out there.

Is there anyone else? Some games somewhere already going needing a player?
azzuri
player, 4 posts
Sat 5 Dec 2015
at 02:35
  • msg #88

Re: Game Ideas

I've been sitting on a game that went inactive about four years ago. It was set in the Honorverse (circa 1917 or 1918) and originally had rules out of (I believe) Diaspora. I'm not the original GM, but am his successor.

A couple of us are considering bringing it back to life, perhaps as is, perhaps with minor modifications, perhaps with major modifications.

This is a notice of intent, not a notice of availability or recruitment. December is going to be slow on RPoL. However, if you have interest, please PM or rMail me.

Thanks for your interest.

link to another game
This message was last edited by the player at 02:42, Sat 05 Dec 2015.
steelsmiter
player, 2 posts
Tue 8 Dec 2015
at 18:34
  • msg #89

Re: Game Ideas

So um... watching Mario Warfare made me think... I tried to create a BESM version of Mario, and ran into the roadblock of people who were completely unreceptive to the idea. Nevermind that... It dawned upon me this morning that citizens of the Mushroom Kingdom could be represented by having no stress boxes, and only starting with their mini-form as their 2 point consequence. The Mushroom could represent earning the 4 point consequence, and all the other suits except the star, the 6 point consequence. In theory, the star box could represent a Perfect Invocation on a situational aspect where you roll against Average Passive Opposition, to automatically defeat a number of opponents equal to your shifts of success. Thoughts?

EDIT:You could probably use Notice or Physique to represent busting blocks to Create an Advantage.
This message was last edited by the player at 07:09, Thu 17 Dec 2015.
steelsmiter
player, 5 posts
Sat 26 Dec 2015
at 21:09
  • msg #90

Re: Game Ideas

Sorry to double post, but I've been reading the System Toolkit and pondering a game. What would be the interest in a game inspired by the Organizations, Squad, and Mass Combat rules where players are each crime bosses?

The idea I've been pondering is that each player has a "Vices" aspect that reflects their organization's criminal specialty, an HQ aspect that represents their facilities, and a Big Break replacing their First Adventure. Crossing Paths might be called Making Alliances and Burning Bridges. Finally, they would also have a series of custom skills that I'm still thinking on but I will probably use Operations, Equipment, and Recon from Mass Combat, and retain Provoke, Rapport, and Resources. Regarding other skills, I was thinking that Turf could be a skill, as well as several types of influences such as Media, Police, Politics, Maybe some sort of Beureaucratic or Legal influence to sneak around red tape. Skill points could be 1 Good, 2 Fair and 3 Average skills if players only use the skills mentioned here.
jollygrin
player, 2 posts
Sun 27 Dec 2015
at 02:49
  • msg #91

Re: Game Ideas

In reply to steelsmiter (msg # 90):

I'm interested, though I'd have to reread the toolkit. Might those influences work better as stunts (ie. Media Influence: +2 to Provoke or Rapport roles involving the Media)? Perhaps break Resources into multiple skills, such as Turf, Wealth, Weapons, and Underlings. Contacts would still be a very useful skill, I figure.
steelsmiter
player, 6 posts
Sun 27 Dec 2015
at 03:36
  • msg #92

Re: Game Ideas

jollygrin:
In reply to steelsmiter (msg # 90):

I'm interested, though I'd have to reread the toolkit. Might those influences work better as stunts (ie. Media Influence: +2 to Provoke or Rapport roles involving the Media)?

They might actually. It would basically be moving the Specialist stunt from Lore (which is one that would get the axe) to either of those. The main reason I originally went with influences as separate skills is to pad the much thinned Skill list, and also because I figured that players might want influences they can more easily tailor instead of having all of them be at a given level and one of them (or more as stunts allow) being 2 points higher. I don't know, it's something I'll tinker with. I had originally considered taking out all the personal skills so that you only have organization wide skills and represent damage to the Boss only being possible through an obnoxiously good Operations roll.

quote:
Perhaps break Resources into multiple skills, such as Turf, Wealth, Weapons, and Underlings. Contacts would still be a very useful skill, I figure.

That's a better fit for what I was going for since it allows more detail in how players run their Operations and gives a larger cushion of Stress Tracks. Turf might represent literal plots of land or specific businesses (either 1,2,3,4 or 1,3,6,10 such plots or businesses as preferred), Wealth might represent orders of magnitude of earnings (Hundreds of dollars per day, Thousands of dollars per day, Tens of Thousands of dollars per day, or Hundreds of Thousands of dollars per day) although these are intended to be categories rather than set amounts (so no 20k or no "thousands of dollars equal to shifts on a roll"). Weapons could represent a similar magnitude of value sank into a Cache, and underlings could literally represent individual captains and lieutenants in the same quantities as plots of land. Adding in something like Motorcade would eliminate a separate Equipment skill. Players could choose which stress track they attack, and have one of the following outcomes:

Fail/Succeed at Serious Cost: Either no stress to the enemy, or 1 stress to them, and 2 to your Underlings
Tie/Succeed with Minor Cost: 1 Stress each
Succeed: The victor inflicts 1 Stress to the target's asset he chooses
Succeed with Style: Either 2 Stress to an asset or 1 to an asset, and inflict a consequence on the target Boss. Presumably you might Choose to skip dealing damage to the boss in exchange for a bit of extra Turf, confiscated cash (Wealth), picked up firearms that had been discarded (Weapons) or the like, but earning Underlings should probably be avoided with Operations.

Instead, a player might roll to Create an Advantage to replace lost underlings.
This message was last edited by the player at 05:04, Sun 27 Dec 2015.
jollygrin
player, 3 posts
Sun 27 Dec 2015
at 06:27
  • msg #93

Re: Game Ideas

Mmm, I see now why you'd want influences to be skills that let you create or modify an advantage that can then be used with other skills, instead of just granting a +2 to those other skills. It comes down to whether you want influence to be an action, or just to modify one.

Is there room for any roleplaying in this game, or just constant fighting rolls?
steelsmiter
player, 7 posts
Sun 27 Dec 2015
at 07:01
  • msg #94

Re: Game Ideas

Well, you make rolls besides attack and defense, but leaving that aside, I'd say the fact that Refresh would be difficult to trigger in the usual way (by sessions) the idea of the Refresh Scene found in System Toolkit could be used to do RP. I could see giving players a Refresh Scene every predetermined interval (could be each Organization action takes a week or a month for example, and RP-and by extension Refresh Scenes-would occur between the organization actions). There's also the possibility that a Boss could call another to his HQ thread for negotiations, and they could RP those. I was in a game once where we did that, and narrated how we were in an office with the doors closed and there were exchanges of muffled voices (with the actual statements in PMs)
steelsmiter
player, 8 posts
Sun 27 Dec 2015
at 18:16
  • msg #95

Re: Game Ideas

jollygrin:
Mmm, I see now why you'd want influences to be skills that let you create or modify an advantage that can then be used with other skills, instead of just granting a +2 to those other skills. It comes down to whether you want influence to be an action, or just to modify one.

Another thought did come about in regards to this one: if I did make the influences all separate skills, I would have to say the only way it  would work is by eliminating Provoke and Rapport since you wouldn't be influencing individuals... but the drawback of that would be that you would be influencing individuals in your refresh scenes. The only obvious way around that would be if I added Civilian as one of the influences. With the previous 4 Influences the list would now be Civilian, Legal, Media, Police, Politics, and with the Turf, Underlings, Wealth, Weapons, and my addition Motorcade, plus the Operations and Recon skills, that makes a list of 12 skills.

You mentioned before something I never directly addressed
quote:
Contacts would still be a very useful skill, I figure.

Given the fact that a single Burglary stunt eliminates the need for it if the characters are criminals, I'd say no, but given the fact that characters might want contacts outside the criminal element, I would be more inclined to say it depends on the flavor of the contacts.

So Burglary and Contacts are in, making 14 skills.

Drug and Arms dealers might also want Crafts for things like Drugs, Explosives, or Vehicles, While that makes sense to offload onto Operations, the distinction there would be whether the boss personally knows how things in his facilities work. And it brings the skill list up to 15 (or potentially 17 if the character chooses multiple Crafts). Investigate might be used to clean up evidence in your name, or plant evidence against an opponent (although so could Burglary). Adding in Investigation makes the list 16 skills (or potentially 18 depending on Crafts). With a skill list of that approximate size, I could go back to the standard 1 Great, 2 Good, 3 Fair, and 4 Average.
This message was last edited by the player at 18:17, Sun 27 Dec 2015.
jollygrin
player, 4 posts
Sun 27 Dec 2015
at 19:06
  • msg #96

Re: Game Ideas

In reply to steelsmiter (msg # 95):

How many stressbars would you be looking at, then? One per resource? Influences, too?
steelsmiter
player, 9 posts
Sun 27 Dec 2015
at 19:12
  • msg #97

Re: Game Ideas

jollygrin:
In reply to steelsmiter (msg # 95):

How many stressbars would you be looking at, then? One per resource? Influences, too?

Just Resources. Nothing else, because the only way to damage the Boss is to Succeed with Style, so allowing stress AND consequences for the boss seems like he'd be nigh on immortal.
steelsmiter
player, 10 posts
Sat 2 Jan 2016
at 17:43
  • msg #98

Re: Game Ideas

steelsmiter:
jollygrin:
In reply to steelsmiter (msg # 95):

How many stressbars would you be looking at, then? One per resource? Influences, too?

Just Resources. Nothing else, because the only way to damage the Boss is to Succeed with Style, so allowing stress AND consequences for the boss seems like he'd be nigh on immortal.

To be clear, I meant 1 per resource.
jollygrin
player, 5 posts
Sun 3 Jan 2016
at 01:14
  • msg #99

Re: Game Ideas

In reply to steelsmiter (msg # 98):

Cool. I'm keeping my eye out for when you run this.
steelsmiter
player, 11 posts
Sun 3 Jan 2016
at 21:10
  • msg #100

Re: Game Ideas

Alright. After a bit of organization, I'll let people know over in the GPIA thread, and either message you or link it here somewhere.
KraznyOctobr
player, 12 posts
Tue 9 Feb 2016
at 08:47
  • msg #101

Re: Game Ideas

I may have to sit down and start figuring out how to adapt the old White Wolf Street Fighter game to Fate.  Really thinking Fate might provide a nice home for this old game.
Cassieledm
player, 5 posts
Mon 15 Feb 2016
at 23:15
  • msg #102

Re: Game Ideas

Been watching the Vikings series, and wondering if there is a splat book for Viking era, or has anyone ran a Viking game?

Also wondering, what sort of stunt or option would feel appropriate for a Beserking warrior? Googled it but didn't really see any results that jumped out at me.
This message was last edited by the player at 22:12, Wed 17 Feb 2016.
engine
player, 2 posts
Tue 5 Jul 2016
at 16:43
  • msg #103

Re: Game Ideas

My ideas:

Spirit of the Last War: Eberron in Fate
Pulp adventure set in Eberron, but with a Fate approach, not a D&D one. The intent would not be to emulate the D&D rules, or the D&D style. I've recently come to better understand how Fate handles both combat and non-combat challenges, and how characters are intended to be able to contribute without directly causing stress to the enemy.

So, one specific idea would be that the players are sort of like either the Century Club from Spirit of the Century, or the Leverage Group from Leverage. Basically they would tackle odd jobs and deal with odd goings on in the world, probably mostly in Sharn, so I can keep things focused on sort of a Big Apple sort of vibe.

Fate of Justice: Justice League (Unlimited) in Fate
I've been watching a lot of this old show and it strikes me has having a lot of the same sort of pacing that I think a Fate game is meant to have: the heroes do well in an early challenge, or have just come off a good run of successes, and then they're flung into something that lays them out. They regroup, argue, maybe get beaten again, and then finally rally, bringing to bear powers and capabilities they somehow didn't have or couldn't use to their full potential earlier - just like Fate characters who needed to power up with a wad of fate points by conceding in fights and having consequences compelled.

I'd probably stay away from any actual heroes (due to the somewhat well-known trickiness of recreating Superman in Fate), but one thing this show makes clear is that there is a lot of overlap. If you want to deflect bullets, or stretch, or be fast, or strong, or acrobatic, welcome to the club.

I know there are Extras and different books that exist to emulate things better, but at least initially I would want to stick to straight Fate Core and see how far that could take things.
Cassieledm
player, 6 posts
Mon 11 Jul 2016
at 01:42
  • msg #104

Re: Game Ideas

Been pondering a game with a more western/frontier or settler vibe. Does anyone know of a good starting off point in the Toolkit or extras. Any tips would be great.
engine
player, 5 posts
Mon 11 Jul 2016
at 02:50
  • msg #105

Re: Game Ideas

In reply to Cassieledm (msg # 104):

Any reason you think straight Core wouldn't be enough?
Nintaku
GM, 35 posts
Mon 11 Jul 2016
at 03:32
  • msg #106

Re: Game Ideas

First off, I'm with engine. Minimalism makes me happy, though, so if you're dead set on switches and dials, I'd start with Burn Shift from Worlds on Fire. Just take out the Gamma World aspects of mutation and you have a perfectly serviceable set of community rules.

Of the things in the Toolkit, I'd suggest looking into the sections on Scale and the one on Making Big Changes. Looks to me like very little of the other ideas in there will help that particular concept too much, but if you have time, you should look them over anyway. You never know where inspiration will come from. :D
Cassieledm
player, 7 posts
Tue 12 Jul 2016
at 20:58
  • msg #107

Re: Game Ideas

Thanks Nintaku. I will look into that.

Engine, it's not that I don't think Fate Core wouldn't work well, I like the base game for a lot ideas, I was just thinking someone may have done a setting already.

For me it would be Scale and finding the right type of Extras to encapsulate the settling, farm, homestead aspect I'm considering. Kind of like a Fate version of House Fortune in Song of Ice and Fire rpg.

Also curious about firearms. I like zero sum, but wonder if gunslingers need more punch than that.
liblarva
player, 8 posts
Fri 22 Jul 2016
at 00:07
  • msg #108

Re: Game Ideas

I'm considering running a Star Trek game with either FAE or Atomic Robo as the base. Either way, the brainstorms and inventions rules from Atomic Robo would probably be used.

Every time the possibility of a Trek game comes up, the biggest hurdle seems to be the era of play. So if anyone would be interested in the game, please speak up about era preferences.
Cassieledm
player, 8 posts
Fri 22 Jul 2016
at 06:40
  • msg #109

Re: Game Ideas

In reply to liblarva (msg # 108):

I'd definitely be interested in Star Trek. Pretty flexible with era, the reboot timeline seems wide open to explore freely.
Shadowsmith
player, 14 posts
Sat 23 Jul 2016
at 00:21
  • msg #110

Re: Game Ideas

Using Atomic Robo for Star Trek would work really well. It would be trivial to put together Modes based on the various Federation Departments and Races. And, yes, the Brainstorm rules are a perfect fit for the odd science fun of the setting.

Like Cassieledm, I think the reboot universe could be interesting. Set around the time of the movies but not involved in the movie story lines.
liblarva
player, 9 posts
Sat 23 Jul 2016
at 07:06
  • msg #111

Re: Game Ideas

Other than it being the new hotness and the apparent lack of continuity, what is the particular attraction to the Kelvin timeline instead of prime TOS?
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