|written by Speeder on Aug 28, 2018 13:55|
I am nowhere good GM as Xenomorph, whoops, Gligar...
Neither as funny...
But I wanna run a game of FATE.
To keep it simple... FATE rules are simple:
First, FATE is intended as game engine, it is not a game itself, I read "FATE Core" rules but dunno if we will use them as is.
Two, FATE is based on FUDGE, and the part where they are identical is kinda dumb easy to understand:
All rolls are with four six sided dice, modified, two faces show a plus, two faces show a minus, two faces are blank.
The idea is the dice define how good you went, beyond (or worse) than the skill you used.
The default is that all characters have mediocre/average/etc... rating in most skills, so if you don't know the skill rating of someone (example: need to come up with some generic NPC) you can just assume is average (unless is obvious it isn't, for example most people are NOT average in "Medicine", they just suck)
So for most rolls result is simple, roll dices. Bunch of +, success, bunch of -, fail, tie, is well, a tie. (call it... minor success)
Due to bell curve, most die rolls will tend toward a tie, the rarest rolls are four minuses, or four pluses, with 1.23% chance of rolling each.
In roll vs roll contests, highest roll + skill win.
In roll vs non-roll contest, then your roll+skill must surpass the "skill" of the resistance.
Again, most things are considered "average" so you don't even factor skills, for example you want to lockpick an normal average door and you don't even have lockpick skill in your sheet? We just roll the dice, assume your skill is 0, door is 0, so if you have a bunch of + you succeed, bunch of - you fail.
Now, unique to "FATE", or... sorta unique (it is kinda a rules modification of FUDGE), is the idea of "aspects", an "aspect" is some phrase that has both a positive and negative meaning, and can be used to modify rolls. Locations, people, etc... all have aspects. In fact theoretically, most things in FATE can have a character sheet identical to players, even the world itself.
The game doesn't have HP in the traditional sense, or mana, or etc... it has, for damage tracking, slots on your character that fit aspects related to the damage.
Example: suppose in a fight the enemy will do 4 damage to you, you can choose to just take it (and enemy then decide what happens to you, literally, so... do not do that), or if you have a free "4 damage slot", you add some new aspect to it (filling that slot), for example suppose enemy in question hit you with a huge club, you can then write: "broken leg"
Meaning to heal that slot and use it again in the future... you will have to RP healing a broken leg.
The damage can be many things, the default is physical and mental, but the game rules for example cite the idea of using wealth damage, and so on, whatever you think fits the need of the campaign.
The major resource the game has, is "Fate", it works kinda like Paranoia perversity points, players lose or earn a bunch of it because of their RP (mostly: following your aspects, specially if they cause negative results, earn you Fate points), and the main use of "Fate" is invoke aspects to improve rolls.
When you invoke a relevant aspect (suppose you are rolling for "deceive" skill, and you have an aspect named "lies a lot"), you can choose (even after the intial roll!) if you want a +2 bonus, or just reroll.
Mind you, you can invoke aspects of other sheets, not just yours, for example that "broken leg" you got, another player then might decide to attack you, and after he didn't liked his roll, he says your defense was shitty because of the broken leg, and calls for a reroll. In that situation the invoking player gives a fate point to the invoked one.
FATE game rules in a sense are polar opposite of Paranoia, they were intentionally designed for people not having secrets, it is intended all aspects and skills to be in the open for everyone for most part, the author of the game even said he believes 99% of the rolls the GM never need to make secret, and should explain precisely the difficulty, penalties, bonuses, and so on. The reason for this is the game is mostly based around using the "aspects", creating new ones, modifying them, invoking them, etc... in a kinda collaborative manner, the GM is more a judge than a true GM, players are free to propose stuff and so on.
One exception: if you want to point out some aspect of another player should have a negative consequence, you need to pay 1 Fate point, even if GM says no. This is to prevent people from spamming this to inflate someone else fate points or cause too much trouble.
So, before we play instead of defining our characters, we actually need to define our world... So please in your replies, post questions about the rules, and post ideas... We do sci-fi? medieval? WW2? superheroes? the game rules support almost anything, except things that rely on mystery... (so no survival horror, agatha crhistie style stories, etc...)
|written by Neuzd on Aug 28, 2018 14:52|
|written by Speeder on Aug 28, 2018 17:51|
|I read the rules of FATE, legally, from this link:|
Also, technically it is open source... so anyone wanting to write their own books and publish can do that too.
|written by Gligar on Aug 28, 2018 20:11|
|This does seem interesting. Though I don't have much to add at this stage, consider this a vote of support.|
One thing, though: how will we be handling dice rolls? Will we be using some sort of online roller, or will it be up to the GM to handle it, as in my game?
|written by Speeder on Aug 29, 2018 22:42|
|No idea yet O.O|
If anyone has any better ideas...
I do not own physical FATE dices right now so... whatever solution will be technological.
|written by Gligar on Aug 30, 2018 01:48|
That's okay, I don't have FATE dice either If it comes to it, we could just use regular d6s.
|I do not own physical FATE dices right now so...|
Though of course, that comes with the issue of "how do you know what the players rolled?"...
|written by Speeder on Sep 03, 2018 13:55|
|You people are good at being useful O.O|
|written by Neuzd on Sep 13, 2018 15:41|
|So, I'm still waiting to see how this develops before deciding if I want to participate.|
But I recently started a solo game of Ironsworn and maybe I will be able to overcome the block of palying RPGs and be with you.
Anyway, since Speeder asked for a preference of setting and/or ideas and no one still said anything, I pitch this:
The search for the Felisians.
|written by Gligar on Sep 13, 2018 21:55|
|I think everyone's fallen into the trap of waiting for everyone else to respond... either that or we've all come down with a case of workitis.|
But on the subject of topic, I'd like to suggest a sci-fi setting... not incompatible with neuzd's suggestion. But let's let's keep it fairly 'hard' sci-fi... there might be FTL and requisite technologies, but that's about it. Aliens if Speeder deems them necessary.
Derivative, but who cares?
|Does hard sci-fi allow for riding space dragons?|
I mean, based on current human scientific knowledge of creatures from other worlds, there's just as much of a possibility that they could take the form of space dragons as anything. And if they were space dragons, there's at least a 97.4% chance that they would be ridable.