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FATE:  Post-collapse of civilization.

Posted by Zag24
Zag24
supporter, 594 posts
Sun 8 Sep 2019
at 03:51
  • msg #1

FATE:  Post-collapse of civilization

I am looking for 4-6 players for a FATE based game, After the Collapse.  I would like players who are good writers and are creative enough to expand the world on their own.  I don't want you only to react to me, I want to have to react to you, as well.  Here's an example from the rules (which I wrote) to show what I'm talking about.

Example: Tracy meets with Mabel Rissetti

Background: Mabel Rissetti is already a player-invented character. The player who owns Aduz Agave invented her as part of his background, as you can see in the Sample Character, Aduz Agave. Mabel was invented as part of his coming of age book, and is mentioned in his Aspect Biggest Bad-ass in Brownsville. It was reasonable for him to do so, since there certainly is a racketeering kingpin in that area, so the player just saved the GM the details of making up a name and giving her a bit of context.

Tracy Dickson is in Austin, and has already used her Diplomacy/Contacting skill to put word on the street that she would like to meet with Mabel Rissetti, hinting that she has information that can lead to Aduz. Word arrives back that she is to be at the Old Pecan Street Cafe at 8:30.

Player: I arrive at the address, impressed with the old-world charm of the place. A maƮtre d' in a tuxedo and sporting a disdainful sneer at my plain attire asks if I have a reservation. When I inform him that I will be meeting with Ms. Rissetti he suddenly becomes obsequious, calls me Miss Dickson though I hadn't mentioned my name, and leads me to a private room.

The GM had originally imagined that the restaurant was more of a bistro than fine dining, and did not plan for a private room, but there is nothing in his plans broken by these details, so he just accepts the bit of scenery and moves on. He does cut the player off before she describes Mabel being in the room, because he has plans that Mabel will observe Tracy for some time before making an entrance.

GM: The room has a table set for six people, though no one is seated at the moment. The only occupant is a young waitress, who looks at you expectantly. Beside the archway through which you just entered, which leads back to the main dining room, there is another door on the side which probably leads to a kitchen. You notice that the archway includes a curtain that could be drawn, but no solid door.

Player: I walk slowly to take a seat, one that offers a view of both the door and the archway. As I walk I study the walls and the paintings for spyholes, traps, or any other anomalies. The waitress has dark hair but light eyes, and, when I ask, she tells me her name is Carlita. “Tell me, darling,” I ask, “how long have you worked for Big Mabel?”

More details that the GM hadn't invented, but they fit so he is happy for the player to supply them. Suddenly he has a brilliant idea: the waitress is, in fact, Mabel Rissetti in disguise. He knows that Tracy has a Superb (+5) Investigation skill, which is the skill that would be used to pierce a disguise, but he decides on the spot that Mabel's Deceit skill is Great (+4) and he gives Tracy a -2 to penetrate it, for a freely-tagged Aspect of 'The character was just what she expected.” Anyway, it's more fun and makes a better story if the Mabel/waitress is trying to pump Tracy for information at the same time Tracy is trying to get the same from her, so he lets the disguise work, at least for a while.


The former United States has split into six different regions, with diverse governments and social structures.  Do you come from the Badlands, where society broke down so far that local warlords rule and cannibalism is not uncommon?  Or are you from the Texas Republic run by oil barons, the United Northwest with its solar and wind power, New Ellay (what's left of southern California), The Confederate States of America where the KKK has made a resurgence, or the oppressive Theocracy that still calls itself the United States of America?
Zag24
supporter, 595 posts
Sun 22 Sep 2019
at 17:45
  • msg #2

FATE:  Post-collapse of civilization

I'm not sure if the lack of interest is because of FATE, because of the setting (Post-collapse of the world, but no supernatural, zombies, etc.), or because of my requirement that the players help create the world.

For the last one, let me clarify that this isn't laziness on my part.  I'm actually a very experienced GM* and I work hard to keep the games I run active and fun.  This is more a requirement that I want people who are engaged, who do more than just respond in the obvious way to any input, that they really care about their character and their world enough to participate actively.

* While I've been away from RPoL for a few years as I explored other interests, when I was active here I had two very successful and long-running games.  One of them -- the League of Extraordinary Gentlemen -- had over 10000 posts and still had 4 of the original 8 players when we finally decided to wind it down.
Kammerer
member, 4 posts
Sun 22 Sep 2019
at 18:43
  • msg #3

FATE:  Post-collapse of civilization

As feedback - I am interested in FATE and helping create the world, but unfortunately not the setting.
Zag24
supporter, 598 posts
Fri 11 Oct 2019
at 02:23
  • msg #4

FATE:  Post-collapse of civilization

In reply to Kammerer (msg # 3):

Hi.  Thanks for the feedback.  What is it about the setting that turns you off?  The post-apocalypse?  The lack of supernatural abilities?  The lack of zombies, aliens, etc.?

Honestly, I'm a big fan of setting games in the 1920's, and if Spirit of the Century didn't already exist, I would likely have set the game there.  My d20 Modern game, "League of Extraordinary Gentlemen" that I mentioned above was set in 1922, which I will be glad to prove is the very best year in which to set any modern game set in the real world.  :-)
This message was last edited by the user at 02:26, Fri 11 Oct 2019.
rabideldar
member, 179 posts
Role Playing Bastard
Fri 11 Oct 2019
at 13:39
  • msg #5

FATE:  Post-collapse of civilization

I run a FATE game currently not end of the world but let's call it before the World of Darkness type setting. Players aren't hunters but they themselves are people who are marked by a blight which is transforming them into the creatures of legend.

I am super interested in playing a FATE game. I like Kammerer I am not interested in the setting.

I think FATE has a number of free/cheap setting books which are great to run. You might want to look there. Many of them have fleshed out systems and what not.

Example I wouldn't be interested in this but if you Ran

The Day after Ragnarok

or Cthulhu you might have more interested players get into the game.

Day after is a little more pulpy while Cthulhu would be a little more scary.
Zag24
supporter, 599 posts
Mon 14 Oct 2019
at 03:33
  • msg #6

FATE:  Post-collapse of civilization

Thanks for the feedback.  For reasons that make sense to me, but maybe not to anyone else, I'm going to stick with this game being hard science fiction in the near future, with nothing supernatural or surreal.  If that doesn't generate interest, I won't lose any sleep over it.  I'm not sure I have completely communicated the setting, because it is not just post-apocalypse, it was more of a gentle transition that that -- just a collapse of society.  The world didn't end in bombs, but just in petroleum products becoming drastically scarcer, so that there is this juxtaposition of a high tech world on a society that is still fairly agrarian.

In fact, two of the regions are really pretty close to modern-day normal, with respect to people's everyday lives.  The United Northwest has made enough advanced in solar and wind power that petroleum products are barely needed.  And the Texas Republic still has a fair bit of fuel, if not for the Oil Barons who run the place and their inability to share with others.

I'm less interested in a game with supernatural & surreal elements because I think they somewhat stand in the way of characterization.  It's not necessarily so, but I feel that's the tendency.  I'm not a snob or anything, I love a fantastic game, it's just that I have stuck a stake in the ground that this game isn't going to be one of them.

It is also somewhat true in the highly heroic, pulp fiction style that FATE encourages, that characterization suffers because characters are too specialized.  For example, the "muscle" character needs to be strong and good at fighting such that some players will max out these skills and not include anything else.  I will always encourage players to include some significant flaw, and some other skill group that is unrelated to what they are heroic at, to give a character some depth, but it isn't really baked into the system to reward such an approach, other than requiring Aspects to have a compel as well as an invoke.

More information about the game owner:

Game: Spymaster's Apprentice.

Additionally, they used to own these deleted games:

Game: Everything's better down where it's wetter.

1 game running, 1 deleted game.
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