RolePlay onLine RPoL Logo

, welcome to FATE Discussion Forum

01:01, 29th March 2024 (GMT+0)

General Discussion.

Posted by Cripple XFor group 0
Shadowsmith
player, 18 posts
Thu 6 Jun 2019
at 00:43
  • msg #301

Re: Fate point economy question

There are a number of FATE games that will work for Modern Superheroes. Daring Comics, Venture City, and Wearing the Cape are the three I've read over. Daring Comics and Wearing the Cape have various tools built in to set the power level and tone of the game. Venture City is probably the simplest of the three.

Venture City is also part of the FATE SRD. https://fate-srd.com/venture-c...character-and-powers

Atomic Robo is intended to replicate the Atomic Robo comic books. But it could easily be used for a superhero game.
pdboddy
player, 3 posts
Thu 6 Jun 2019
at 10:56
  • msg #302

Re: Fate point economy question

Alright, thank you for the suggestions.
Xiphoniii
player, 1 post
Thu 6 Jun 2019
at 13:10
  • msg #303

Re: Fate point economy question

I'm also a fan of Base Raiders. It's essentially a world that's had Superheroes for some time now, and as such, abandoned lairs and bases are obviously a thing. Your super science base or magical sanctum doesn't disappear when you go missing/get defeated/fly off into space for years at a time.

So a culture of "base raiding" has started to pop up. In the game, you play (at first) mundane characters, who are searching for, and trying to survive, these abandoned bases, in an attempt to gain superpowers. After all, if you can breach the defenses, left behind mutant test subjects, etc., surely there's still some useful technology, artifacts, chemicals, or more?

You essentially have a core gameplay loop of "search for a base, dungeon crawl, potentially gain a power, repeat."
pdboddy
player, 4 posts
Wed 12 Jun 2019
at 11:07
  • msg #304

Re: Fate point economy question

Ah, that sounds like a neat game.

Okay, another question or two.

Which Fate games/system would work well for Cyberpunk? Or Shadowrun?

Most of my Fate experience has been Dresden Files.  And I don't think the magic will easily translate over to Shadowrun all that well.
Nintaku
GM, 47 posts
Wed 12 Jun 2019
at 19:32
  • msg #305

Re: Fate point economy question

My group used Fate Accelerated for Shadowrun, and it ran pretty smoothly. Aspects determined our metatypes, along with use of magic and cyberware. Approaches simply informed how our runners handled situations, as normal. We didn't get too fancy with extras or anything.
luke_poa
player, 1 post
Sun 16 Jun 2019
at 16:51
  • msg #306

Re: Fate point economy question

pdboddy:
So I've a question or two.

Which version of Fate, or which specific Fate game, would work for a superhero game with 'modern' superheroes?  And the same question(s) for which would work for a superhero-lite vigilante game (basically the Batman universe)?


I vouch for the Venture City rules. I have been using them to run an Exalted game (it is Fantasy + Superheroes to me) and it's been a blast.

They are easy to explain/learn and have been working very well for the game.
pdboddy
player, 5 posts
Thu 27 Jun 2019
at 18:56
  • msg #307

Re: Fate point economy question

Alright, another question for you fine folks.  Where would I find some vehicle rules, for combat and other things?
engine
player, 22 posts
Thu 27 Jun 2019
at 18:59
  • msg #308

Re: Fate point economy question

pdboddy:
Alright, another question for you fine folks.  Where would I find some vehicle rules, for combat and other things?

Wouldn't that be handled just like anything else? There's already a Drive skill. The vehicle would have Aspects, and one could place other aspects on it as a result of exchanges in the conflict. Vehicles could also have stress boxes, but that strikes me as overcomplicating it.
pdboddy
player, 6 posts
Thu 27 Jun 2019
at 19:15
  • msg #309

Re: Fate point economy question

In reply to engine (msg # 308):

Sure, but what about things like space ships, or battleships during WWII, or tank battles, and things like that?  Where it might be a bit more than a few aspects being used with a skill?
engine
player, 23 posts
Thu 27 Jun 2019
at 19:30
  • msg #310

Re: Fate point economy question

pdboddy:
In reply to engine (msg # 308):

Sure, but what about things like space ships, or battleships during WWII, or tank battles, and things like that?  Where it might be a bit more than a few aspects being used with a skill?

I'm not sure why it would be a bit more than that, no matter the scale or the elements involved. Spaceships, battleships and tanks can all be represented by aspects and interacted with via skills.

I assume you can see how, and I assume that you still would rather have more rules, which I am sure someone can suggest. I think I'm just interested in why someone would add such rules, since I myself am very conservative about adding rules and would always prefer to find a way to keep things within the Core rules. I'm that way with magic, too: I don't want more rules, I want something that uses the Core rules. So, magical energy beams are just Shoot, possibly coupled to some related aspects, for example.
pdboddy
player, 7 posts
Thu 27 Jun 2019
at 19:41
  • msg #311

Re: Fate point economy question

Perhaps so.  I'm looking at it more like the vehicles are almost characters, or in fact, replacements for characters.  Mecha, tanks, space ships and so on.
engine
player, 24 posts
Thu 27 Jun 2019
at 19:44
  • msg #312

Re: Fate point economy question

pdboddy:
Perhaps so.  I'm looking at it more like the vehicles are almost characters, or in fact, replacements for characters.  Mecha, tanks, space ships and so on.

Ah, I see. Or, I see better. I would still think the rules would work without changes or additions. Not that changes and additions couldn't still be fun. Not everyone has my kind of conservatism and inertia to overcome.
pdboddy
player, 8 posts
Thu 27 Jun 2019
at 19:49
  • msg #313

Re: Fate point economy question

In reply to engine (msg # 312):

Nah, I totally get it. :)  You're more of a RAW (rules as written) kind of guy, you seek to find solutions in the rules.  And that's me, usually.  But I like the ability to play with the rules in games like Fate and Powered by the Apocalypse.
Shadowsmith
player, 21 posts
Wed 15 Apr 2020
at 19:05
  • msg #314

Re: Fate point economy question

I just thought I would check-in and see how everyone is doing. I'm on week three of working from home and it is harder than I expected. But at least I still have a job for now.

How are you all doing?
MalaeDezeld
player, 8 posts
Fri 17 Apr 2020
at 21:23
  • msg #315

Re: Fate point economy question

About the same.

On good days, I got some brain juice left to think about my project of doing a homebrew port of Orpheus (from White-Wolf).
jait
GM, 47 posts
Sun 7 Jun 2020
at 04:01
  • msg #316

Proposed group changes

So...  This group has largely been quiet for a long time...

WOuld anybody mind if I did some serious reorganization?

  • I'd like to get rid of the threads for games that have never seen any entries, perhaps drop some of the threads with minimal entries.
  • I'd like to see a thread for reviews, particularly if you've played one a Fate game or world.
  • I'd also like to see a thread for system add-ons...  discussion to help develop.
  • A FAQ thread with posts linking to various resources.  Or at the very least linking to Evil Hat's resource of the same nature.


I'm not the owner here, so I don't wanna go off the rails.   I'm not gonna make these changes unless there's no complaint in a weeks time or so.

Your thoughts?
This message was last updated by the GM at 04:01, Sun 07 June 2020.
Trollsmith
GM, 15 posts
Sun 7 Jun 2020
at 04:08
  • msg #317

Proposed group changes


I think some spring cleaning wouldn't be a bad idea at all, Jait.  Might inspire some chatter.
engine
player, 25 posts
Sun 7 Jun 2020
at 05:13
  • msg #318

Proposed group changes

In reply to jait (msg # 316):

Go for it.
Nintaku
GM, 48 posts
Sun 7 Jun 2020
at 09:09
  • msg #319

Proposed group changes

I think it's a great idea, and the forum creator has stepped away from gaming in general for a while, and it doesn't look like he's gonna come back anytime soon. Though I hope he does. Games with him are fun.
Alyse
player, 52 posts
Pretty, witty, and gay
(married since 2011!)
Sun 7 Jun 2020
at 17:59
  • msg #320

Proposed group changes

In reply to jait (msg # 316):

Some housecleaning would certainly help keep things timely. What were you thinking in terms of reorganization?
jait
GM, 51 posts
Thu 25 Jun 2020
at 23:32
  • msg #322

Re: Proposed group changes

Well, I think that I've actually put too many expectations here.   I'm sure everyone would love a thriving community, but it just doesn't seem like there's much desire to actually get there.  I'm not looking to do a one-man show to revive this group.  I think the group is simply dead.     Hopefully, everyone's just busy gaming...
Tzuppy
player, 72 posts
Tue 22 Sep 2020
at 08:33
  • msg #323

Re: Proposed group changes

What's the group's policy to advertising offsite games?
Nintaku
GM, 49 posts
Tue 22 Sep 2020
at 15:34
  • msg #324

Re: Proposed group changes

RPoL really doesn't like it when you do that. It makes the admins grumpy.
pdboddy
player, 9 posts
Mon 19 Jul 2021
at 12:55
  • msg #325

Re: Proposed group changes

In reply to jait (msg # 322):

Well, for a while, I was dealing with other things and had no time for RPOL.
thattripletguy
player, 11 posts
Thu 29 Jul 2021
at 14:57
  • msg #326

Proposed group changes

In reply to jait (msg # 316):

sorry for the late reply - i wouldn't mind
Sign In