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General Discussion.

Posted by Cripple XFor group 0
Cripple X
GM, 97 posts
Sat 11 Apr 2015
at 14:25
  • msg #226

Re: General Discussion

Thorfred:
I have heard quite a lot of praise for the Atomic Robo, I have to put it on my to-get list.

Do that. It's amazing, even if you aren't a fan of the comic, but especially if you are. If you haven't read it, it has recently become available for free online: http://www.atomic-robo.com/atomicrobo/v1ch1-cover
This message was last edited by the GM at 20:26, Tue 29 Dec 2015.
Doccus
player, 15 posts
Sun 12 Apr 2015
at 00:15
  • msg #227

Re: General Discussion

I've been a Fate Codex supporter since the beginning.  Lots of good tidbits in that magazine :)

As stated above, Atomic Robo is complex, until you figure out that most of the character creation crunchiness is just picking broad concepts which drive your skill pyramid.

As for FAE character growth, it's somewhat subtle.  Raising an approach provides a lot of mechanical advantage, as they're often used more frequently than the narrower skills in Core.  If a lot of the activities your character does are Flashy, adding one to Flashy is a big deal :)  Adding a stunt or refresh point can be a major boost, as well.
Frili
player, 27 posts
Tue 14 Apr 2015
at 21:48
  • msg #228

Re: General Discussion

Hi,

I'm reading through the Fate Toolkit SRD and seeing lots of cool stuff. Some things pretty radical.

For example the 'aspects only' version that does away with skills completely and relies on the aspects to drive play (using them as skills of a sort with a passive +1 when not invoked). Has anybody tried this and if so, did it work?

This seems like a delightfully extra-light option for Fate, if it works.
Tzuppy
player, 39 posts
Wed 15 Apr 2015
at 09:50
  • msg #229

Re: General Discussion

Tried this once way, way back. Found it lacking when the first PC tried to punch a bad guy in the face. Duh, anybody has any punching aspect? Punching aspect?! Pfffffff... all our characters have cool magical aspects. Do snakemen have any punching aspects? Of course not. They were not supposed to be too tough. So what do we do now?


We filed it eventually under too weird to work.
Frili
player, 28 posts
Wed 15 Apr 2015
at 10:06
  • msg #230

Re: General Discussion

I'd rule that they'd punch at average (+0) than, as you would with skills that you don't have in the standard core game.
liblarva
player, 4 posts
Wed 15 Apr 2015
at 18:20
  • msg #231

Re: General Discussion

To me that screams being far, far too literal. When doing aspect-only Fate you need to accept that not everything will be covered by an aspect, but not everything needs to be. Further, aspects aren't generally laser-focused like skills. Strong as an Ox would work just as well for punching someone, and no need for an 'I can punch' aspect. If you're familiar with HeroQuest, they're an umbrella keyword rather than individual listed skills. Or Risus.
Frili
player, 29 posts
Thu 16 Apr 2015
at 06:12
  • msg #232

Re: General Discussion

I thought immediately about RISUS when I read it. Should be fun to try out some time.
Tzuppy
player, 40 posts
Thu 16 Apr 2015
at 08:53
  • msg #233

Re: General Discussion

IMO, one needs either more aspects or broader ones, to cover what skills or approaches would. We were doing regular aspects in no skill game and that didn't work. In the end the only aspect remotely applicable to physical conflict was being a zombie. (One of the characters was a sentient magical medallion, which would attach itself to a dead body to animate it for a while.)


I did try RISUS once. The point is that cliches in Risus have at least two or three useful things to do per individual cliche. I recall playing a swashbuckler and using it for everything, from participating in swordfights, shooting those early pistols, to swinging from ropes and seducing barmaids.


I think that's why our Aspect-alone Fate didn't work.
Frili
player, 30 posts
Thu 16 Apr 2015
at 09:14
  • msg #234

Re: General Discussion

Fate Toolkit:
If taking this tack, some extra thought will need to go into aspect selection so that everyone has a good understanding of when their aspects are and aren’t applicable. The first instinct of many players will be to gun for broad, simple aspects, like strong or smart, because they’re so easy to apply in most situations. However, the real advantage will go to players who take the time to put a bit more story into their aspects. Knight covers a lot of ground, but Knight of the Stars covers even more, and Renegade Knight of the Stars covers even more. As is so often the case, the most interesting characters will be the most mechanically potent.


This is the advice they give themselves.
Seeing as it has sparked at least some discussion, would anyone be willing to test it out with me? It would probably be slow paced though, I don't think I can post every day.
liblarva
player, 5 posts
Thu 16 Apr 2015
at 22:09
  • msg #235

Re: General Discussion

I don't mean to be rude, but if the players were magical trinkets and you're trying to run straight-up fights, then the problem wasn't the system.
Tzuppy
player, 41 posts
Fri 17 Apr 2015
at 02:11
  • msg #236

Re: General Discussion

Yeah, but with skills, someone is bound to take Fighting. We simply were not thinking that far ahead.
Tzuppy
player, 50 posts
Fri 19 Jun 2015
at 01:51
  • msg #237

Re: General Discussion

I came across Numenera when it was still on Kickstarter and have been thinking abobout it since. I figured I'd try it sooner or later, but I never found time even to read it. I know it's beautiful, but never got beyond the illustration. So quick question, how Numenera (and upcoming Cypher system in general) measure to Fate Core?
Jeffrywith1e
player, 2 posts
Mon 2 Nov 2015
at 20:29
  • msg #238

Fate Espionage RPG

I am a big fan of Agents of S.W.I.N.G. and have collected almost everything that has been written for it.

But it is not of Fate Core and should probably have an update, also it is extremely stylized for the swinging '60s, more Austin Powers and Avengers than M:I or James Bond.

Is there a game for more contemporary espionage for Fate Core?
jamat
player, 4 posts
Wed 4 Nov 2015
at 11:06
  • msg #239

Fate Espionage RPG

Has anyone bought War of Ashes the new grimical fantasy setting for Fate accelerated based on the zombiesmith war-game rules

I picked it up yesterday and really like what I've read so far
Cripple X
GM, 112 posts
Wed 4 Nov 2015
at 13:34
  • msg #240

War of Ashes

No, but I did read the preview info  Evil Hat posted a while back. What it had me wondering was what exactly is the focus of gameplay? What is the default assumption of what PCs are supposed to do in that setting?
jamat
player, 5 posts
Wed 4 Nov 2015
at 13:54
  • msg #241

War of Ashes

Not having read too far into it I'm not too sure. It does have a Hellfrost feel to it though, with the cold north infringing on the warmer climates and resources becoming scares but apart from that haven't got into the meat of it yet
Alyse
player, 48 posts
Pretty, witty, and gay
(married since 2011!)
Wed 4 Nov 2015
at 20:13
  • msg #242

War Of Ashes

In reply to jamat (msg # 239):

I acquired it and am reading the setting materials at the moment. Have yet to delve into its particular take on FAE.
This message was last updated by the player at 20:14, Wed 04 Nov 2015.
Harrigan
GM, 108 posts
Sat 21 Nov 2015
at 21:09
  • msg #243

War Of Ashes

I thought we had a Camelot Trigger thread on here, but it appears not. Given the volume of traffic through here (not much), I figure rather than create a brand new thread I'll just ask my Camelot Trigger questions here and hope someone who knows the setting / system better than I do responds.

Two Questions:

​1. Can an armour be one-shotted?

Given how systems substitute for complications in absorbing stress, I'm curious about what folks do when there are serious amounts of stress delivered -- in keeping with the genre, where a "FORM BLAZING SWORD" moment (a bunch of piled up Boosts / Advantages) should be able to cleave an armour fully in two. The rules cover up to six points of stress being absorbed by taken two systems offline... but what happens above that? The character has their own stress boxes, yes, but beyond that... is that a Taken Out result despite there being potentially a number of undamaged systems remaining? Meaning a 10-shift result on a character with three available stress boxes results in a Taken Out. That's how I'd play it, but I'm curious if others interpret this the same way.

2. Medusa Moon, and other siege armour... do the +2 armour stunts stack?

Siege armours are made up of segments which are essentially armours in and of themselves... when engaging one of the segments, is the siege armour allowed to bring stunts and skills from other segments to bear? Take Medusa Moon as an example: Great(+4) Armour from the Brain Core, and three different +2 Armour vs. Melee stunts, one each in quadrants A, B, and C. Does that mean that attacking the Face segment would be vs. Armour +4, while going after A, B, or C would be vs. a +6? Or do they all stack, making a total of +10? Crazy high, but this -is- the setting's ultimate boss...
This message was last edited by the GM at 05:39, Sun 22 Nov 2015.
Cripple X
GM, 113 posts
Mon 23 Nov 2015
at 17:23
  • msg #244

Camelot Trigger Answers

Sorry it took me so long to answer. I've been away from my books for a few days and I wanted to double check before I replied.

There's a Worlds on Fire/Worlds in Shadow thread for the setting that appear in those books. CT would best fit in that thread, but here works too.

1. An Armour/Pilot could theoretically be one-shotted, yes, but it'd take a crazy amount of stress and is realistically not going to happen. Armour Systems could potentially absorb up to 6. The Pilot could take a consequence as well of up to 6. Plus check off a stress box. Pilots and Armours do NOT have a separate stress track. They share a stress track. The Armour might even make the track better while the pilot is in it, but it's still the same track. But if you could do something like 17 unmitigated stress you could take out an unharmed Armour/pilot in one blow. Good Luck with that though.

2. I'd say yes they absolutely stack. Why? Because the Armour still only has one stress track total. If you decided to treat each segment of the Siege Armour as an enemy in-and-of-itself then I would say no, but as long as it's only got one stress track, then, yes, those stunts would stack. Siege armour is supposed to be crazy powerful.
This message was last updated by the GM at 03:17, Fri 04 Dec 2015.
steelsmiter
player, 3 posts
Sat 12 Dec 2015
at 19:50
  • msg #245

Camelot Trigger Answers

Didn't know where else to put this but I've been thinking about those one hit battles Samurai have and came up with an idea of a rule set. I was wondering if anything strikes anyone as just wrong.

Extra: Bushido Honor
Permissions: Everyone in a Samurai game should have the "Strict Follower of Bushido" or "Dirtiest Duelist in the Shogunate" or equivalent troubles to represent their Samurai or Ronin status.
Costs: Skill Ranks

At creation, followers of Bushido gain a special Stress track based on the higher of their Deceive, Provoke, Rapport, or Will (and has either 2, 3, or 4 point stress boxes as appropriate for their level in said skill). These skills, along with Fight (and in some games, Shoot) compose the "Iaido Battle". The Iaido Battle is a special kind of Challenge between two people reflecting a duel that ends with a one hit conflict.

In the Challenge, both participants take up to 3 exchanges creating advantages with Deceive, Provoke, Rapport, or Will. They must use a different skill each of the three exchanges, attack, or concede. If both make all three rolls, they may use Fight (or Shoot if appropriate) with all the Advantages they created on the previous three exchanges. The winner freely invokes every Advantage they created on the loser while they suffer no ill effects. They may choose whether these shifts apply to Honor Stress or physical stress. If one party attacks early, the best they can hope for is not allowing the other party to get any more Advantages. If the loser concedes, they may revert physical stress to honor stress.
This message was last updated by the player at 19:51, Sat 12 Dec 2015.
Nintaku
GM, 32 posts
Sun 13 Dec 2015
at 05:49
  • msg #246

Camelot Trigger Answers

I might recommend something similar to steelsmiter, but I don't think the rules need any Extras to cover it. You'd simply start a Conflict off with combatants using mental skills and the Mental stress track rather than Fight. Once you've softened up the enemy sufficiently, make your Fight roll.

The Extra does provide a good structure to keep the feel and tone of the game, but my suggestion is when you want to stick as close to Core as possible and still do all the things Extras often provide.
steelsmiter
player, 4 posts
Tue 15 Dec 2015
at 10:09
  • msg #247

Camelot Trigger Answers

Been thinking about how to respond, because I'm not quite sure I got what you've said right. Just letting it out there that I am not ignoring the fact that you responded. What I'm getting is either that you would use something without the extra honor track for something like a modern gunfight, and only use the honor track when it fits, like Samurai?
jamat
player, 6 posts
Tue 29 Dec 2015
at 16:45
  • msg #248

Camelot Trigger Answers

I posted here a few months ago after buying war of ashes fate of agaptus but not many people seemed to know anything about it or not bought it.

So I thought I'd ask again if anyone now has it / played it or will be playing it and what people's impressions were?
Nintaku
GM, 33 posts
Tue 29 Dec 2015
at 20:13
  • msg #249

Re: Camelot Trigger Answers

steelsmiter:
Been thinking about how to respond, because I'm not quite sure I got what you've said right. Just letting it out there that I am not ignoring the fact that you responded. What I'm getting is either that you would use something without the extra honor track for something like a modern gunfight, and only use the honor track when it fits, like Samurai?


More or less, yeah! Personally, I don't like using Extras when existing mechanics will do the job just as well, so unless I really wanted to put the idea into the players' heads that this is how it works, I'd simply have a duel be a regular combat that uses Provoke, Will, finally Shoot/Fight skills. The first couple rolls would be against Mental Stress, aiming to deal Consequences. Treat it like a Challenge, against an actual opponent instead of several separate problems.

Still, that's the kind of thing I do to avoid needing Extras in the first place. Most of my players do not dig it, so keep in mind that everyone but me likes Extras. Your Honor stress track idea is perfect and sets the tone for a Samurai style game. If we were talking gunslingers, I'd probably instead call it Grit and attach it to a Reputation skill.

jamat:
I posted here a few months ago after buying war of ashes fate of agaptus but not many people seemed to know anything about it or not bought it.

So I thought I'd ask again if anyone now has it / played it or will be playing it and what people's impressions were?


Sadly, I've no idea what this is. Just wanted to quote it and mention it here because I commented on something completely different and don't want your questions getting lost.
Frili
player, 38 posts
Thu 11 Feb 2016
at 18:00
  • msg #250

Re: Camelot Trigger Answers

Hey guys, I just found out about House of Bards. It looks intruiging reading the blurb. Has anyone here tried it out? And if so, what's the verdict?
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