RolePlay onLine RPoL Logo

, welcome to FATE Discussion Forum

02:46, 28th April 2024 (GMT+0)

FATE Training Grounds 1 - Setup & Discussion.

Posted by HarriganFor group 0
jait
editor, 7 posts
Thu 4 Sep 2014
at 22:04
  • msg #9

Re: Fate Training Grounds 1 - Setup & Discussion

I'm going to chime in on this one!

There is a big difference between a tabletop version of the game and a FATE game played here on rpol.  Mostly, it's because stuff that can be easily discussed face-to-face in two minutes might take place in a discussion across three or four days here.

FATE Core makes use of "The Table" which consists of all the players and the GM hashing out the setting, character and the story together.  Collaboration isn't borne of secrets.

To use your example.  You propose a high-concept: HAUGHTY HIGH-ELF HOTTIE.   That's not only all right... it's awesome!   Even if it isn't appropriate to the setting, it gives you, the GM, and the rest of the table a place to start from, to figure out what the setting is going to be and what the characters should be within that setting.

quote:
Now I have two Aspects that Compel against me and play is not how I envisioned playing an Elf would be...

True enough.  This then obligates you to voice your concerns and, if it's strong enough, your displeasure.  .  The GM & table can't address issues they aren't made aware of.

If the GM is intransigent (say, for instance...  This is the wild west! No supernatural creatures, elves or otherwise.), then you'll need to revise your concept.

Throwing a character together is always a good start.  Just don't expect the character that starts play is going to be precisely the same as the one you pitch.    It's always a good idea to approach character-creation with the belief that you will probably revise it before you're done.  You want to have your character mesh well with the setting and the other characters, after all.
Harrigan
GM, 62 posts
Thu 4 Sep 2014
at 22:37
  • msg #10

Re: Fate Training Grounds 1 - Setup & Discussion

Right. A meaty question, Bane. Let's get to it!

The Bane:
Great! Glad to see this appear.


No problem. I don't profess to be the be-all rules-lawyer expert on FATE, you should know that, but I think I have a pretty good handle on the mechanics and some of the logic behind them. (Incidentally, some of the mechanics are better geared for FTF play... I'll point those out when I notice them.)

quote:
So, initially I was just gonna pop together a character so we could have at it. But I had a question even before I got that far.


There are no stupid questions! Well, I suppose there are, but this isn't one of them. :)

quote:
Is it usually character creation then setting, or setting first? I mean I could make a character and then we could discuss setting, I guess that's feasible, but say I assumed a genre and make one of my Aspects contain a race. Without a setting I am saying this race is 'a thing' if I add it into an Aspect. Something to be compelled or invoked. But how or why?


Interesting question character-first or setting-first. I hope you won't be frustrated by my answer -- but I've seen it all. In both face-to-face and PBP play, FATE can be used to run a "canned" background where characters are generated and dropped in, to build the *entire* setting from the ground up, and anything and everything in-between.

Examples:

I'm currently running a game here on rpol.net in an old fantasy setting of mine called "Swords and Banners." It's low-fantasy -- magic is very rare, dragons, giants, orcs and goblins are largely the stuff of tales told to children, and combat is very gritty. I have the "reality dials" preset for what I, as the GM, want, and the main countries & factions defined. I showed folks some material I'd already developed, they added in a few bits and pieces, wired their backgrounds together and we're off to the races. I was able to guide them around what races they could take (different types of humans), what professions / classes would be appropriate, etc. All in all, a pretty traditional setup that happens to use Fate.

At the other end of the scale is something like Diaspora, if you know that FATE game. Basically, it's about exploring space -- and the premise is that all the players come together to build the races, systems, planets, ships, themes, meta-plots, etc. It's the type of thing where it's really hard to make a character before you have the setting fairly well-defined -- which takes time.

So IMO, that's a strength and a weakness of these kinds of uber-collaborative games. Everyone gets their say, everyone is bought in, has stake in the game... and they can taken a loooooong time to get going. In fact, in my experience, these games die before they even get going, more often than not.

There's very happy and fertile ground in-between, as well. I'm just starting up joining a space-faring game largely inspired by Battlestar Galactica and the like -- humans encountering an overwhelming alien foe that is chasing them all over the galaxy. We have a framework to work with, including a year, the type of FTL travel available, a ship name -- but the players are sort of taking it from there. Do we want to play marines? Star fighter pilots? Civilian traders? With the backdrop set, we can be faster about putting the pieces together, and about then building characters.

And before I forget, for games with few players, and / or short games, it's plenty common to have a generic-ish character built, then grow the setting up around them. FATE sort of specializes in allowing you to get going without defining everything up front, but I've noticed that a number of people ignore that.

quote:
Not that I think a GM/you would do it to me, but say I wanted to play using an Elf aspect - as an example - then I have imposed a Genre and a Race. I realize it is collaborative (narrative) storytelling but I don't know what the setting holds for Elves. The GM could say great, but be thinking, 'I hate dandelion eating Elves' or something similar. Then throw a Setting Attribute covering how Elves are despised throughout the lands. Now I have two Aspects that Compel against me and play is not how I envisioned playing an Elf would be...


You've just got to work through this sort of thing -- if it's not clear (because there's not a firm background, like a published setting, established), you'll need to collaborate with the GM and other players to figure out what tropes exist, how various elements may or may not be present, etc. For my S&B game, I make it clear there are no elves, dwarves, gnomes or halflings.

For a generic fantasy game like we're about to embark on, as the GM I need to be asking -- what do you want out of this game? High or low fantasy? Action-heavy? All the traditional races? What's the mood? Dark and dour, light and humorous, etc. You've correctly identified that everyone might not be on the same page -- I generally see it as the job of the GM to get everyone there.

quote:
Too, I realize I may have more flexibility here than elsewhere on the forums. Your tailoring it to fit my noob-ness, but 'Looking for Players' is full of threads wanting Players for a specific setting. So, long winded post aside, should we discuss setting first, or characters? How is it done FtF?


In the "Looking for Players" threads, you'll find more established settings than anything else, though are -are- games that come up that are more along the lines of "let's build a world together." Rarely will you see "pitch a character and I'll / we'll brew up a setting, but once in a blue moon you'll see that as well. The Fate board we're in now is actually, I think, we're it's at -- because you can have all these discussions in advance. One other player was struggling on the "players wanted" games because he said he needed a firm background to grow his character ideas off of. I think that's easier to do here, than "in the wild."

quote:
Dang, sorry, I probably am making this much harder than it needs to be, but figured I'd ask. If you want Character first, I can surely come up with something today...

Thoughts?


This is the wonderful two-way street. I'd written this: "You okay with generic fantasy to start? Think warrior / wizard / rogue / cleric type stuff. If so, I'm thinking you're in a human town on the north edge of civilization, a rough and tumble place where adventurers find work aplenty..." -- but if that doesn't jive with your character idea, I'm happy to shift to something that does and have you be a badass Elf fighting in the Great Orc war. :)

Bottom line: if you have an idea already occuring to you, pitch it!
Harrigan
GM, 63 posts
Thu 4 Sep 2014
at 22:40
  • msg #11

Re: Fate Training Grounds 1 - Setup & Discussion

Good points, jait. (Jait asked if he/she could chime in here, having a big interest in helping new folks learn FATE. I said suuuuure, more the merrier, since I'm in no way a guru at the system.)

I can totally run with Haughty High-Elf Hottie, btw.
The Bane
player, 12 posts
Fri 5 Sep 2014
at 02:15
  • msg #12

Re: Fate Training Grounds 1 - Setup & Discussion

Wow, thank you both for the replies! Helped a good deal.

So for a character, and love the idea of a basic fantasy to expound on, I was doing some FAE searching and ran across a great blog that was FATE-a-fying Game of Thrones which progressed into converting Mouse Guard.

So coming from that, since I love me some Mouse Guard - but not so much the MG rules or kiddy art / feel from it, I thought about my character and came up with some ideas and propositions (read: can easily be vetoed if it doesn't work well for others or FATE).

I propose a darker / gritty fantasy. Not so much gritty as in perilous, or no more so than a normal fantasy, but gritty as in dreary. Maybe a setting Aspect along the lines of, Alas the Sun Won't Shine?

So this human town might be on the verge of becoming an adventure boom town for whatever reason I am sure I will find out, and the locals are clamoring for better living conditions. But no one really wants to fix it up themselves, being more interested in making a living as an adventurer or pandering to adventurers, so welcome...

The following is a WIP as I muddle through character creation...

Name Cloaca (I wouldn't google this if you don't already know the definition - LOL)
High Concept Aspect: Filthy/Ratling/Tinkerer/Thief Hired to dig/construct the sewers (Need some help here quantifying my thoughts into an Aspect)
Trouble Aspect: "Shite Upon" or "Shite Happens" (working titles - can be compelled in most social situation for representing social standing or literal fowl or unpleasant smelling. Invoked to find a weakness since he can sense when someone is about to drop their pants, he's been there before.)
Aspect 3: No idea yet, maybe once Concept and Trouble come together this will evolve... Possibly: "If it ain't broke, I can fix it!" Yes, duality is intentional! Or, "Really, I just found it..." - guess it depends on how the High Concept finally ends up like.
Aspect 4: TBD in play
Aspect 5: TBD in play
Stunt: TBD

Approaches
Careful +3
Clever +2
Flashy +1
Forceful +0
Quick +1
Sneaky +2

Appearance / Gear
Cloaca stands a bit over four and a half feet, when he stands erect, though not often since he spends much of his time digging sewers bent and crouched. He has medium brown furry, but you wouldn't know it to look at him since he is usually covered in some form of a layer of wastes. He has a snarled ear and beady eyes. His disposition is quite good under the circumstance, if anyone took more than a passing glance and grunt to get to know him.
Leather tunic and coif, rope belt, capri-length trousers, booties, small shovel and pick, pole with lantern on it, dagger and a small "tool kit".
Quick listing of armor, weapons, equipment, etc. Since this is FAE it won't really affect the die rolls, but it's good to know for color.

Current Status
Fate Points: 3
Refresh: 3
Stress: [ ] [ ] [ ]
Consequences:

So yea, lay it on me: feel free to suggest, criticize, etc.
Though it may appear I am being somewhat tongue-in-cheek, I do envision a more serious game.

The Bane
player, 13 posts
Fri 5 Sep 2014
at 03:04
  • msg #13

Re: Fate Training Grounds 1 - Setup & Discussion

I thought more about setting aspects while showering and got to thinking about how tales, news, etc. is shared. This led me to thinking about Bards, which brought me to:

Things you might hear a Bard say in town -

"A dance tune?... That'll be two silver... For a copper?... That'll get ya a sad Country Song... The Blues?... Heck I'll play them for free!"

"No Sir, anyone can be an Adventurer, Heroes have humble beginnin's..."

"Well, last call then... it appears the Magistrate's men are here to oppress my... erm... merriment."


Doah! I should get some sleep! I'm slap happy! I'd have to be, because this has me chuckling to myself. The idea of converting this, or this feel, to setting aspects delights me! And it would be just that easy, no plethora of verbiage to convey the setting/background/history. Just make it all Aspects and motor on. I dig it!

Best,
TB
jait
editor, 8 posts
Fri 5 Sep 2014
at 03:35
  • msg #14

Re: Fate Training Grounds 1 - Setup & Discussion

Before I weigh in, I should warn you that I have pissed off a lot of people who applied for my Dresden Files games, because I pushed for a cohesive, narrative and battered the Aspects a lot.

Fate Mousegard?  That sounds really cool!

I'm not going to comment on the proposed setting Aspect.  Not my setting.  But I do like the phrasing you've put on it.

High-Concept:
Can you boil this character down to one succinct phrase?  From what you've put there, here are some suggestions:
  • Filthy Sewer-Dwelling Ratling  (though I'm not sure how to invoke that, mind you)
  • I'm a Goddamned Trench-Building Machine
  • Ain't No Job Too Dirty
  • Professional All-Purpose Mudlarker


Trouble:
While certainly the Trouble Aspect can derive directly from the High-Concept, you likely want to focus on what the big trouble in his life really is.  Mostly, because if you've got too many Aspects closely and narrowly aligned, you deprive yourself of other benefits down the road.

For this character any of the below could also apply, but they all say very different things about him:
  • The Stink of the Lower-Class
  • Social Misfit
  • My Brother is the Goddamned Mayor
  • Anger-Management Issues


Another way of approaching the trouble (or any Aspect, really) is to tie it to one of your Approaches.  This way you can use it to your advantage on occasion...
  • Over-thinker  (tied to Careful Approach)
  • Leaps Before He Looks (tied to the Quick Approach)
  • Too many Secrets Buried in the Gutter (tied to the Clever Approach)


Of course, none of these may fit very well.  But they're ways of approaching it...
The Bane
player, 14 posts
Fri 5 Sep 2014
at 04:20
  • msg #15

Re: Fate Training Grounds 1 - Setup & Discussion

Oooooh... I dig what you're laying down!

I really like the Trouble: The Stink of the Lower-Class
I also like the following for the 3rd Aspect: Too Many Secrets Buried in the Gutter (tied to the Clever Approach)

Possibly combine a few for the high concept: No Job Beneath a Sewer-Dwelling Shitlarker

I'm really getting a Carl, the Janitor vibe off him. (from The Breakfast Club - No-one takes notice of him, besides his smell, but his eyes, ears, and occupation have him tied into everything)

Maybe the 3rd Aspect could be as simple as: In the Know. or: Discretely in the Know.
Both could tie to the Clever Approach.


<a href="http://www.imdb.com/video/demo_reel/vi2006100249/">Scene from movie.</a>
Harrigan
GM, 64 posts
Fri 5 Sep 2014
at 15:31
  • msg #16

Re: Fate Training Grounds 1 - Setup & Discussion

Traveling today so not a lot of time to comment here -- but I like where you're going with the grim, dank, Mouse Guard-like vibe and Cloaca (great name :) ).

(I like dour, dark settings myself -- my fantasy setting was very much inspired by Game of Thrones and the other books in GRRM's series.)
Doccus
player, 7 posts
Fri 5 Sep 2014
at 16:06
  • msg #17

Re: Fate Training Grounds 1 - Setup & Discussion

I like those as well.  The character reminds me of Simon R. Green's Nightside novels.  The name is great, as well :)
The Bane
player, 15 posts
Fri 5 Sep 2014
at 16:16
  • msg #18

Re: Fate Training Grounds 1 - Setup & Discussion

Expounding on: In the Know or Discretely in the Know... I continue to pontificate:

Information, Like Sewage, Always Floats to the Top
Knowledge Comes From Being At The Wrong Place, At The Right Time

Again, maybe I am being too verbose...

I Heard That

Though enjoying Aspect creation, it does seem to be a heavy discussion/collaborative process, at least for a noob. I see where interest could falter at this stage in a large online PbP game. Hopefully I am wrong though, and it is just because of my noobness, because once done I hope to get in on or run a game of FATE.
Harrigan
GM, 65 posts
Fri 5 Sep 2014
at 17:23
  • msg #19

Re: Fate Training Grounds 1 - Setup & Discussion

As you work through your aspects, I would keep one thing in mind -- how will each of them be invoked and compelled? I've had good success with listing the Aspect, a brief description if it's on the obtuse or arty side, and then listing "Typical Invokes," and "Typical Compels."

Here's a favorite character of mine (FATE Core rather than FAE, but that shouldn't matter), just for reference purposes -- note the invoke and compel sections. They're important, and will reveal when there's too much overlap between aspects, or when one really won't be called upon or called into play much. I also happen to like this format and won't be outraged if you borrow it. :)

Off to the airport!

quote:
Katlanna Strongwick

Background
A born tomboy, explorer and trouble-maker, Kat has always had adventure in her blood. Raised by her mother Erinna Strongwick in the deary little town of Sheafton, on the Isle of Stormsay, Katlanna rejected working in the family business of candle making and instead took up archery at a young age by sneaking to a taphouse of ill-repute outside of town. She found a mentor there in a man named Jorg Findias, a retired mercenary, adventurer and skilled storyteller of some fame who took a liking to the young woman's unquenchable spirit. She studied beneath Findias throughout her teen years, and when the man was called away last season on some kind of urgent business, the eager Strongwick didn't wait long before looking for another teacher. The girl thought she'd found one in the head of the White Ravens, a local band of sellswords, but the relationship soured when Katlanna discovered just what the lecherous mercenary wanted in return for teaching her swordplay. The blonde had not only grown strong of late, but tall and beautiful as well. The randy mercenary certainly wasn't the only man to make unwanted advances upon the girl, but as his were the most direct, and most lewd, he was the only one who ended up bloodied for his trouble. As a result, Kat avoids the woods where the White Ravens make their camp.

Now a woman grown, Strongwick is leaving home, determined to make her fame and fortune with her bow and her wits. She is still searching for someone to teach her the sword, and plans to stop in to see her mum and old friends from time to time, but she is more than ready to strike out and see what the wider world has to offer.

High Concept Aspect: The Unquenchable Thirst
This aspect represents Kat's relentless desire to experience new things, to explore, to push every limit and boundary she comes into contact with. It is a thirst for a better life, for a new location, for new companions, and for fame and glory. In the end, she will discover that it's the hunger for these things she's addicted to, not the possessions, the titles, the renown. Indeed, Kat may eventually discover that the grass is always greener, but that won't stand in the way of her willful, impetuous adventuring.

Invoke to push her limits, to face her fears, to summon every ounce of fortitude and resolve. To inspire others with her bold and inexhaustible spirit.
Compel to get her involved in circumstances she knows will be trouble. To have her Thirst tip the scales when level-headed decision making is required.

Trouble Aspect: Untempered Steel
Determined as she may be to make her way in the world on her own terms, Katlanna is young and inexperienced, alive with energy and zeal, but awash in overconfidence and nerve. She has to potential to become a finely honed weapon, a woman songs are sung of for generations -- but she needs guidance to find that cresting path, to gain that razor's edge that will see her likeness drawn in tomes rather than her lifeless body thrown into the bottom of an old well, there to be urinated on by relieved travelers for decades on end. This represents her raw beauty, as well, the natural grace and sex appeal that the woman isn't aware she exudes.

Invoke to call upon the 'steel' in her character, to carouse, to push onward when all seems lost, to resist torture or discomfort. Also to use her physical charms on those who appreciate them.
Compel to have Kat's nerve, attitudes, boisterousness and rough-edges get her in trouble. Her manners are poor, her attire often inappropriate, her preconceived opinions set -- these can all be used against her, as can her stand-out looks, depending on where she is.

First Adventure Aspect: Life in the Big City
When Kat was a girl of eight, her mum took her to Sheerport, to a grand bazaar market that ran for a full fortnight. The city dazzled the young girl, the sights and sounds, the smells and experiences were all far more thrilling than she would ever have imagined. It was this trip that planted the seed within the girl, that set her off on what would become a lifelong question to see the world. She remembers the trip vividly even today, remembering it fondly as the happiest time of her childhood.

Invoke to make contacts, to talk a good game to the city guards, to find rare equipment, to locate famed establishments, and to generally enjoy the benefits a large city has to offer.
Compel to have those big city folks take advantage of the blonde bumpkin, to have small town folks annoyed with her attitudes, or to have her generally get in over her head.

Second Adventure Aspect: The Masterful Tutelage of Sir Jorg Findias
Representing the many days and evenings she spent training with Jorg Findias as a youth and teen, bending the bow, her elbow and her ear as she listened to the grizzled old veteran's tales, this aspect is central to Katlanna's character and her current state of mind. Finding another mentor is tops on her list of Things To Do.

Invoke to draw upon hours of practice or some lesson she learned by the fireside, or to showcase her drinking skills.
Compel to have complexities arise over her relationship with Jorg, over her tavern habits, or over a bit of misinformation the man shared.

Third Adventure Aspect: The Company of Men
When Jorg Findias received the message that saw him so hastily leave town, Kat was left wanting. Wanting to squeeze the wisdom from another teacher, wanting to learn the art of swordplay, wanting to find another soul who shared her love for adventure. This wanting drew the woman to the White Ravens, a mercenary band who operated out of the woods north of town. Initially, Strongwick's interactions with the sellswords were positive, and she soon began learning the sword and shield, riding, wound dressing, and other martial skills Jorg had not yet begun to teach her. Soon enough, however, the blonde's blue-eyed, able-bodied, long-legged and big-breasted looks complicated her relationship with the leader of the band, Lon Karlan. One night, those complications led to blood being spilled, as Katlanna reacted poorly to the captain's crude advances, and he to her rejection. Katlanna doesn't know if the man's scars will heal any time soon -- nor does she care.

Invoke to leverage her short time as a mercenary in training, to strut her stuff with a blade, or a horse.
Compel to run afoul of Captain Karlan or other members of the White Ravens, who are under orders to drag the girl before the captain should they happen across her, or to have Katlanna react poorly when she's the subject of lecherousness.

Skills
Great +4: Archery (Shoot)
Good +3: Athletics, Will
Fair +2: Physique, Rapport, Notice
Average +1: Lore, Melee (Fighting), Ride (Drive), Stealth

Stunts
Archery (Shooting): Quick on the Draw -- use Archery instead of Notice to determine the turn order if being fast with the bow helps.
Rapport: One of the Boys -- +2 to Rapport roles when trying to influence men she's drinking and cavorting with.
Will: Hard Boiled -- Ignore a mild or moderate consequence for the duration of the scene... when it comes back worse.

Refresh
Refresh rate: 3

Stress
Mental Stress [_][_][_][_]
Physical Stress [_][_][_]

Possessions
Backpack, bedroll, rations, leather armor, sword, longbow, quiver, arrows, dagger, rope, torches, flint and steel, heavy cloak.

jait
editor, 9 posts
Fri 5 Sep 2014
at 19:39
  • msg #20

Re: Fate Training Grounds 1 - Setup & Discussion

Yeah, the sample invokes & compels are really useful to help the GM (and others) conceptualize how it should work.  But be aware that the list you provide isn't the be-all and end-all...  It's just a smattering of possible ways it could be used.

And before, when I was talking about tying an Aspect to an Approach...  It's not a system thing.  Certainly not something you'd need to point out to the GM.  But it is a way of approaching the... err... approaches.  Stacking an Aspect so you can get a really good result in your chosen apex approach, if you need it.
The Bane
player, 16 posts
Fri 5 Sep 2014
at 21:54
  • msg #21

Re: Fate Training Grounds 1 - Setup & Discussion

WIP Character Sheet v2 - Additional Invokes/Compels to be added when time permits...

Cloaca

High Concept Aspect: Underestimated And Insignificant Sewer-Dwelling Mudlark
Invoke to...
  • Catch someone by surprise / off-guard
  • Find an obscure object
  • Locate passages based on trickling water or slopes underground
Compel to...
  • Not be taken seriously
  • To be under appreciated
  • Be the first suspected of thievery

Trouble Aspect: Inquisitive
Invoke to...
  • Find something out - question people, perform research, etc.
  • Covertly pick up rumors, do a a bit of eavesdropping, etc.
  • Notice anything out of the ordinary
Compel to...
  • Be drawn into checking out something dangerous
  • Discover something that puts you in danger.
  • Irritate someone important with your nosiness

Aspect 3: Born To Scurry In The Shadows
Invoke to...
  • Move quickly through the shadows
  • Be undetected provided darkness
  • Gain advantage from the night
Compel to...
  • Not be alone in the darkness
  • Others to sense or be suspicious of the shadows
  • Dislike bright open areas

Aspect 4: TBD in play

Aspect 5: TBD in play

Stunts

Approaches
Careful +2
Clever +3
Flashy +1
Forceful +0
Quick +1
Sneaky +2

Appearance / Gear
Cloaca stands a bit over four and a half feet, when he stands erect, though not often since he spends much of his time digging sewers bent and crouched. He has medium brown furry, but you wouldn't know it to look at him since he is usually covered in some form of a layer of wastes. He has a snarled ear and beady eyes. His disposition is quite good under the circumstance, if anyone took more than a passing glance and grunt to get to know him.
Leather tunic and coif, rope belt, capri-length trousers, booties, small shovel and pick, pole with lantern on it, dagger and a small "tool kit".
Quick listing of armor, weapons, equipment, etc. Since this is FAE it won't really affect the die rolls, but it's good to know for color.

Current Status
Fate Points: 3
Refresh: 3
Stress: [ ] [ ] [ ]
Consequences:
This message was last edited by the player at 17:44, Sun 07 Sept 2014.
The Bane
player, 17 posts
Sun 7 Sep 2014
at 18:36
  • msg #22

Re: Fate Training Grounds 1 - Setup & Discussion

In reply to The Bane (msg # 21):

Okay, I nugged something out as far as a character. I'll admit it was a lot harder than I thought it would be!

Observations from this and other games of FATE I've snooped into (Things I need to consider when/if I want to start a FATE game here):
  • My character is probably not near the quality it would be in a FtF game where one could feed off others.
  • Reading some of the open content of FATE games here, tying characters together with Aspects seem to stagnate games on RPoL.
  • Same appears to be said for collaborative world creation.
  • Experienced FATE players seem to be aware of the above and understand the process better than new players and seem to drop less.
  • I had, personally, a mild problem with Aspects in that I don't want to assign 'facts' about the world through character Aspects (note: all my Aspects are character related). I know the rules read like I should, but it feels weird from a 'traditional' RPG standpoint. I imagine I would be even more reluctant in a group to do so. for fear of stepping on their toes or adding something that they weren't interested in. This wouldn't be as big an issue in person because it would be easier to discuss.
  • Personal preference, even with risk of stalling a game, the world needs to be sketched in more than just a genre. Either by the GM or initially through play to invest the players. I <think> as a noob, that knowing that it will be very slow at the beginning to do this, and that it is a key part of the long game, would help. With that in mind, I think collaborative setting building will yield a more immersive buy in by players that hang tough through it. My concern would be that if players drop, getting new players to take up the gauntlet and assume previous player buy in would be difficult.

Nothing above is meant to be a slight to this introduction game. It is just thoughts I have as we mow through this little experiment. Things I want to consider if I am to GM FATE in the future via PbP and presented as stuff some might want to consider if their own game is floundering...
Harrigan
GM, 66 posts
Sun 7 Sep 2014
at 19:57
  • msg #23

Re: Fate Training Grounds 1 - Setup & Discussion

The Bane:
WIP Character Sheet v2 - Additional Invokes/Compels to be added when time permits...

Cloaca

High Concept Aspect: Underestimated And Insignificant Sewer-Dwelling Mudlark
Invoke to...
  • Catch someone by surprise / off-guard
  • Find an obscure object
  • Locate passages based on trickling water or slopes underground
Compel to...
  • Not be taken seriously
  • To be under appreciated
  • Be the first suspected of thievery


Dig it. One suggestion -- the Freeport Companion FATE book has a great take, I think, on fantasy races. If I recall correctly, it represents them three different ways, mechanically:

1. Don't do anything -- just mention you're an elf, ratling or other race in your description. This means your race isn't really part of your "identity," won't be used against you, etc.

2. Include a reference to race in your high concept aspect -- useful when you want to invoke or compel things that are (obviously) directly race-related.

3. To -really- emphasize race, build some race-specific stunts.

Anyway. For our purposes, I would replace the word "Mudlark" (which I like, but...) with "Ratling" -- it'll give you a little added flexibility, might each you some easy FPs from compels, etc.

quote:
Trouble Aspect: Inquisitive
Invoke to...
  • Find something out - question people, perform research, etc.
  • Covertly pick up rumors, do a a bit of eavesdropping, etc.
  • Notice anything out of the ordinary
Compel to...
  • Be drawn into checking out something dangerous
  • Discover something that puts you in danger.
  • Irritate someone important with your nosiness

Aspect 3: Born To Scurry In The Shadows
Invoke to...
  • Move quickly through the shadows
  • Be undetected provided darkness
  • Gain advantage from the night
Compel to...
  • Not be alone in the darkness
  • Others to sense or be suspicious of the shadows
  • Dislike bright open areas

Aspect 4: TBD in play

Aspect 5: TBD in play


All looks good.

quote:
Stunts

Approaches
Careful +2
Clever +3
Flashy +1
Forceful +0
Quick +1
Sneaky +2

Appearance / Gear
Cloaca stands a bit over four and a half feet, when he stands erect, though not often since he spends much of his time digging sewers bent and crouched. He has medium brown furry, but you wouldn't know it to look at him since he is usually covered in some form of a layer of wastes. He has a snarled ear and beady eyes. His disposition is quite good under the circumstance, if anyone took more than a passing glance and grunt to get to know him.
Leather tunic and coif, rope belt, capri-length trousers, booties, small shovel and pick, pole with lantern on it, dagger and a small "tool kit".
Quick listing of armor, weapons, equipment, etc. Since this is FAE it won't really affect the die rolls, but it's good to know for color.


Looking good, though you can probably strike that last line there. :)

quote:
Current Status
Fate Points: 3
Refresh: 3
Stress: [ ] [ ] [ ]
Consequences:


I think we're ready to roll!
The Bane
player, 18 posts
Sun 7 Sep 2014
at 20:07
  • msg #24

Re: Fate Training Grounds 1 - Setup & Discussion

In reply to Harrigan (msg # 23):
CHARACTER SHEET FINAL

Cloaca

High Concept Aspect: Underestimated Sewer-Dwelling Ratling
Invoke to...
  • Catch someone by surprise / off-guard
  • Find an obscure object
  • Locate passages based on trickling water or slopes underground
Compel to...
  • Not be taken seriously
  • To be under appreciated
  • Be the first suspected of thievery

Trouble Aspect: Inquisitive
Invoke to...
  • Find something out - question people, perform research, etc.
  • Covertly pick up rumors, do a a bit of eavesdropping, etc.
  • Notice anything out of the ordinary
Compel to...
  • Be drawn into checking out something dangerous
  • Discover something that puts you in danger.
  • Irritate someone important with your nosiness

Aspect 3: Born To Scurry In The Shadows
Invoke to...
  • Move quickly through the shadows
  • Be undetected provided darkness
  • Gain advantage from the night
Compel to...
  • Not be alone in the darkness
  • Others to sense or be suspicious of the shadows
  • Dislike bright open areas

Aspect 4: TBD in play

Aspect 5: TBD in play

Stunts

Approaches
Careful +2
Clever +3
Flashy +1
Forceful +0
Quick +1
Sneaky +2

Appearance / Gear
Cloaca stands a bit over four and a half feet, when he stands erect, though not often since he spends much of his time digging sewers bent and crouched. He has medium brown furry, but you wouldn't know it to look at him since he is usually covered in some form of a layer of wastes. He has a snarled ear and beady eyes. His disposition is quite good under the circumstance, if anyone took more than a passing glance and grunt to get to know him.
Leather tunic and coif, rope belt, capri-length trousers, booties, small shovel and pick, pole with lantern on it, dagger and a small "tool kit".

Current Status
Fate Points: 3
Refresh: 3
Stress: [ ] [ ] [ ]
Consequences:
Harrigan
GM, 67 posts
Sun 7 Sep 2014
at 20:12
  • msg #25

Re: Fate Training Grounds 1 - Setup & Discussion

The Bane:
In reply to The Bane (msg # 21):

Okay, I nugged something out as far as a character. I'll admit it was a lot harder than I thought it would be!


I'll say this, for anything other than NPCs or quickly-put-together characters, I do find FATE characters often take iteration -- I usually tweak my original aspects 2-3 times before I'm happy with them. At least if it's a character I'm really putting thought into. It does take time, but I also think it results in a stronger design.

quote:
Observations from this and other games of FATE I've snooped into (Things I need to consider when/if I want to start a FATE game here):
  • My character is probably not near the quality it would be in a FtF game where one could feed off others.


It must depend on your FTF groups. In mine, over the years, this level of thought towards a PC is -very- rare. FATE characters for online games, IMO, are generally pretty damned well put together.

quote:
  • Reading some of the open content of FATE games here, tying characters together with Aspects seem to stagnate games on RPoL.
  • Same appears to be said for collaborative world creation.


  • I'd agree with the latter statement, though there are certainly happy exceptions. The bit about tying characters together, though... it's only really a problem if there are a LOT of PCs and the rules are sort of forcing everyone to cross-connect multiple times. Just add a dash of logic and common sense and I think it really isn't a problem. That is, let the connections that seem natural happen -- but don't force fit the ones that don't. IMHO.

    quote:
  • Experienced FATE players seem to be aware of the above and understand the process better than new players and seem to drop less.


  • Probably true.

    quote:
  • I had, personally, a mild problem with Aspects in that I don't want to assign 'facts' about the world through character Aspects (note: all my Aspects are character related). I know the rules read like I should, but it feels weird from a 'traditional' RPG standpoint. I imagine I would be even more reluctant in a group to do so. for fear of stepping on their toes or adding something that they weren't interested in. This wouldn't be as big an issue in person because it would be easier to discuss.


  • We should talk this one through -- I'm not sure I follow you 100%. Remember, in some games, the GM will have an iron-clad view of the world. In those cases, just worth with the GM and players to make sure you're not introducing something off-base. It's more of a mish-mash as you move into "let's build the world together" land -- and that's also where I find things slow down, frankly.

    Example: we're running this little sample game. Your building a 'ratling' took me completely by surprise. I don't know why, but I was fully expecting a human or elf or something. But no problem, I adjust the world and the adventure on the fly. If you had pitched that for my low-fantasy Swords and Banners game, I'd have had to tell you, "No non-human races."

    quote:
  • Personal preference, even with risk of stalling a game, the world needs to be sketched in more than just a genre. Either by the GM or initially through play to invest the players. I <think> as a noob, that knowing that it will be very slow at the beginning to do this, and that it is a key part of the long game, would help. With that in mind, I think collaborative setting building will yield a more immersive buy in by players that hang tough through it. My concern would be that if players drop, getting new players to take up the gauntlet and assume previous player buy in would be difficult.

    Yep. There's no question doing things 100% collaboratively is cool -- but I'd only do that with players I knew, with a group who I knew wouldn't flake when it took a month to build the setting. I'm with you -- I think establishing some cornerstones would really help kick-start things.

    Bottom line: The death-rate of games developed from the group-up with a group of players from "the wild" is REALLY high. They never even get to the IC thread, usually!

    This does highlight something else cool about FATE. You don't need to cross all the Ts and dot all the Is to get going. I'm about to start doing this in my other medieval fantasy game -- I'm about to post the opening scene, even though a couple of the players haven't nailed down their skills yet. And leaving Aspects and Stunts open is almost standard practice.

    <quote>
    Nothing above is meant to be a slight to this introduction game. It is just thoughts I have as we mow through this little experiment. Things I want to consider if I am to GM FATE in the future via PbP and presented as stuff some might want to consider if their own game is floundering...


  • No problem here -- and you should be able to tell by now that I'd just offering opinions. Hopefully informed ones -- I've been at both PbP and Fudge/FATE for a loooooong time. Age has it's benefits. :)

    Working on Cloaca's opening post. Maybe as soon as tonight...
    The Bane
    player, 19 posts
    Sun 7 Sep 2014
    at 20:22
    • msg #26

    Re: Fate Training Grounds 1 - Setup & Discussion

    In reply to Harrigan (msg # 23):

    Hope we get a chance to create some Stunts through this example training. A racial stunt would be good!

    Just for discussion:
    • Because I am a Sewer-Dwelling Ratling, I get a +2 when I Cleverly create an advantage when I use restrictive terrain creatively.
    • Because I am Inquisitive, I get a +2 when I Sneakily overcome an obstacle to eavesdrop on someone/something (requires being undetected).

    I still feel compelled to "spritz" the Aspects, but I guess that can be done in game, assuming they don't drastically change the concept/meaning, correct?

    Also, just wanted to mention that, initially I had "Ratling" in the Concept Aspect but removed it for fear that we might have different connotations of what a "Ratling's" essence was.

    Putting it back now, I am confident that we have an understanding of how I envision the species. I probably should have went with a more cannonized race like; Elf, Dwarf, etc. but wanted to try and stretch my legs a bit. I guess I deserve some of the cramps I experienced in the process LOL.
    jait
    GM, 11 posts
    Sun 7 Sep 2014
    at 20:28
    • msg #27

    Re: Fate Training Grounds 1 - Setup & Discussion

    The reticence for defining "in-world" facts is pretty common for a lot of new-to-FATE folks.  I kind of liken it to the first high-school dance of the year at a new.  Everybody's uncertain of their place, so it takes a while to get people dancing.  Instead, they stick to the walls and play it safe.

    World-Creation tends to stall out most FATE games on RPOL.  It all comes down to the discussion-time.  If I've just spent two weeks real-time (maybe only three or four messages, but still, time is subjective) working on a character, how long is it going to be before we actually get to play?  And if you're a player who really really needs the setting in place before generating a character... Obvious disconnect.


    ...for fear of stepping on their toes or adding something that they weren't interested in.
    Fair enough.  I think it comes down to the geiger-counter of acceptability.  The trick is to make suggestions and be willing to go in other directions if the suggestion isn't lauded.  ("Hey! I want to play a transgendered psychotic dwarf juggler!"  Errr, no?  Oh.  No psychotic characters.  Okay... ")

    The idea RPOL-oriented FATE games, in my experience, come from very broad strokes.  We will continue to hone and refine the world as we go.


    Example: we're running this little sample game. Your building a 'ratling' took me completely by surprise. I don't know why, but I was fully expecting a human or elf or something
    Now, there's an interesting point.  Until Harrigan said this, I'd still assumed he was human, and that "ratling" was a reference to class, like "sewer-dwelling"...
    Harrigan
    GM, 68 posts
    Sun 7 Sep 2014
    at 20:38
    • msg #28

    Re: Fate Training Grounds 1 - Setup & Discussion

    Character sheet looks good. For ease of reference, I'll create Cloaca as a character, then you can just drop it into his character description.
    Harrigan
    GM, 70 posts
    Sun 7 Sep 2014
    at 21:19
    • msg #29

    Re: Fate Training Grounds 1 - Setup & Discussion

    Updated the first post in the story thread. We're off!

    The Bane:
    Just for discussion:
    • Because I am a Sewer-Dwelling Ratling, I get a +2 when I Cleverly create an advantage when I use restrictive terrain creatively.
    • Because I am Inquisitive, I get a +2 when I Sneakily overcome an obstacle to eavesdrop on someone/something (requires being undetected).


    Both cool.

    quote:
    I still feel compelled to "spritz" the Aspects, but I guess that can be done in game, assuming they don't drastically change the concept/meaning, correct?


    This is one of those 'depends on the GM / group,' things. Certainly with me, but I'm rather fast and loose with these things. I'm okay with people tweaking, changing, and even adding aspects over time. Wholesale changes, too, if the ones they have don't work they way they envisioned, or if big things happen to their character. There are provisions in the rules for swapping one aspect in for another, but I tend to really let people do what makes them happy.
    This message was last edited by the GM at 21:19, Sun 07 Sept 2014.
    Harrigan
    GM, 71 posts
    Sun 7 Sep 2014
    at 22:06
    • msg #30

    Re: Fate Training Grounds 1 - Setup & Discussion

    This thread link to a message in this game is also shaping up as one you'll want to read... pertinent to meta-game discussions here.
    Cloaca
    player, 1 post
    Mon 8 Sep 2014
    at 01:24
    • msg #31

    Re: Fate Training Grounds 1 - Setup & Discussion

    In reply to jait (msg # 27):

    "Hey! I want to play a transgendered psychotic dwarf juggler!"

    Wow... yea I need to get into a game with you! Seriously, I used to - back in the day with OD&D (Red books) - be able to come up with such things. Then I went into the "Advanced" versions and quit playing for a long time because I couldn't see having to have a splat book that had rules to play a Paladin. I believed, play a Fighter and RP it. Then I came back into the fold with 3.5 and Pathfinder because that was all I could find to play.

    I feel my creativity has been browbeat/restrained by rules strictures coming back to RPing. Looking forward to reopening my creativity.

    Harrigan, if non-game related chatter is too distracting, let me know.
    The Bane
    player, 20 posts
    Mon 8 Sep 2014
    at 01:32
    • msg #32

    Re: Fate Training Grounds 1 - Setup & Discussion

    In reply to Harrigan (msg # 29):

    Added the CS to the Description. Took me a bit to remember how to do it.

    Left out the Stunts, but with you being flexible, I may slip them in if they appear to be fitting. Unless you want me to take them now - though they weren't really thought out all that much.

    So I guess we are ready? Unless Merevel is gonna join in? I'm fine with waiting to get another character in.
    Harrigan
    GM, 72 posts
    Mon 8 Sep 2014
    at 01:41
    • msg #33

    Re: Fate Training Grounds 1 - Setup & Discussion

    OOC chatter is just fine, not distracting.

    I *will* say I forgot Merevel reversed course and decided to join. Unfortunately, I now have the first adventure pretty framed up for solo play. I can change that easily enough, but only if the 'right' kind of character is pitched. I suggest we get started, and if Merevel surfaces, we can work on getting him/her integrated. Won't take a lot of doing. Worried otherwise we'll lose steam.
    Sign In