Showing posts with label FATE. Show all posts
Showing posts with label FATE. Show all posts

Saturday, 20 June 2015

Jaegerausflug

So me and a friend are both great fans of Girl Genius by the Foglios, and last time I visited we were talking about this, and in particular enthusing about Jaegermonsters. Somehow, this ended up with me promising to write and run a game of Jaegers when I next visit.

Part of the reason I felt this was remotely feasible was that old friend-or-foe-undetermined, FATE. I remain troubled by how to actually run it, but pulpy action-adventure is what FATE is made for. I suppose I could have written a game from scratch, but let's be honest: I'm currently writing/wrote but haven't done anything with the following games:

  • Monitors (awaiting feedback)
  • Feckless Wastrels (awaiting playtesting)
  • Into Ploughshares
  • Friendly Neighbourhood Necromancers
  • Alpha Dregs
  • Jacobeans vs. Aliens (awaiting period research)
  • Beneath Dark Skies
  • In the Darkness Find Them (awaiting playtesting)
  • Vessel
  • Heartbreaker High (not previously mentioned on this blog)
  • A Band of Bunglers (awaiting playtesting)
  • Morris
  • De Jure (awaiting playtesting)
  • The Call of Cthulhu thing where you're all mutants
  • Almost certainly some others I've forgotten about

So I felt reskinning an existing game was an acceptable shortcut. And FATE is eminently reskinnable compared to most other games I know. And I've been wanting to try it out again.

Monday, 1 December 2014

In the Darkness FATE Them

So I started wondering, could you play IDFT under FATE?

I think you more-or-less can.

Characters have a high concept and four Aspects. It’s a good idea to make sure that, overall, they offer both advantages and weaknesses for your character so you can regain FATE points.

Characters begin with four FATE points.

You don’t need any skills, although you can still use them; a small number may help define characters mechanically and will change the difficulty of the game. Most skill rolls are assumed to have a difficulty of 0. Easy tasks have a negative difficulty. Similarly, there's probably no reason to include stunts.

There are four Stress tracks: Stamina, Nerve, Luck and Time. Each has ten stress boxes. Stamina and Nerve also have 2-point, 4-point and 6-point consequences.

Whenever a situation is physically exhausting, unnerving, time-consuming* or a matter of chance, roll the Fudge dice and apply any appropriate consequences or Aspects. If the result is negative, apply it as Stress to the appropriate track. Otherwise, the number represents one Tick’s progress towards the difficulty of the task set by the GM.

*Exception: the Time pool is never rolled during confrontations, when other pools are used instead.

A PC may make skill rolls to accomplish various things, including as a supplement to a Stress roll. It is up to the group to determine the mechanics of the outcome. For example, a character may attempt to scramble over a wall when using Stamina to flee a monster. This skill roll takes no additional time, and a success will create an advantage that assists with the Stamina roll. In another situation, succeeding (or failing) at the roll might change the narrative sufficiently that it makes no sense to continue with the current set of Stress rolls.

When the PC is resting, they can regain one Stress box in each of Stamina, Nerve and Luck. However, this consumes one Tick of time and requires a Time roll.

Consequences, as usually, cannot be healed directly. It is possible to mitigate the effects of certain consequences by taking suitable actions (locating and using medical kits, resting, finding crutches, staunching blood flow and so on) and making skill rolls.

Many tasks, such as searching a room, reading a book, repairing something or having an argument, may call for both skill rolls and a Time roll. Sometimes Time is consumed simply by delay, when a character waits.

When the Time pool is exhausted, problems arise again and the characters must move on or confront them.

The lighting properties of both rooms and light sources are modelled using Aspects. Any light source has a Fuel stress track, and a stress roll is made when the GM deems it appropriate. Of course, Aspects may help with this roll.


Did I miss anything? I don't think it's as thorough, but it's meant to be a workable hack rather than a full game.

Friday, 3 October 2014

Skeleton rulesets: FATEalike

I'm currently trying to burn through some of my drafts folder, which has been hovering around the 50 posts mark for months now. So if posts seem not to go anywhere or seem even more incomplete than usual, that's one reason.

Chatting with Arthur after our playtest FATE Core game, we came up with the idea of a much more stripped down version. One of the problems I found was in adjusting to the system, because of the way subsystems are interreliant: I found it quite difficult to get my head around any one component of the mechanics until I'd read all of them, which meant things only started to click about halfway through the book. You can't really understand Aspects until you know how skills, stunts, conflicts and the Fate Point economy work, and vice versa. This isn't just in terms of exact mechanics, but also working out their role in the game on a more conceptual level.

One idea that came up was that this was partly down to the system's abstraction: a lot of the time, rather than mechanics acting on narrative, mechanics seem to be acting on other mechanics. Fate Points or skill rolls allow you to invoke Aspects, which grant a bonus to another roll, which in turn either interacts with the damage subsystem or creates another aspect. Players have to decide what mechanically they are trying to achieve as well as the narrative actions they're taking.

We felt that this was a bit heavy for what we'd looked into FATE for, which was essential a short, fast and lively game. Something more intuitive seemed called for. During the walk back into town, we drafted out a very rough system that is a skeletal version of FATE Core for very quick light play.

  • Aspects define things about your character that are important, and reinforce them mechanically.
  • Invocation of an Aspect is generally non-mechanical; it is a narrative override.
  • There are no Stunts.

Most of the time, you narrate what you're doing. The GM decides (or more likely, you negotiate) what a success will achieve (damage? defend? create an Aspect?) and what Skill should be rolled. You roll 4 Fudge dice plus Skill.

Characters define a High Concept, which is not an Aspect. They then pick six character Aspects, of which about three should be generally beneficial and about three generally cause complications. This offers opportunity for spending and earning Fate Points. If any offer obvious hooks for use in both directions, great! Aspects should also be relatively narrow so as not to apply constantly.

Non-character Aspects can be created with a Skill roll as normal. The GM determines the target number.

When you invoke an Aspect, you state a reasonable narrative result of that Aspect and pay a Fate Point to its owner. You may be required to make a roll before you can invoke the Aspect, as the GM determines. Aspects are important and can achieve notable things, including outcomes that normally require a roll. If you invoke your own Aspect, you pay the GM.

  • Surprised by a gang of rustlers in the saloon, Surly Mike's Punch First, Ask Questions Later Aspect is invoked, and he knocks out the first rustler before he can even draw.
  • Because the barn is Full of Smoke and Flame, a player declares the villain's exit is blocked and he has to look for another way out.
  • In a vicious argument over the Dempson case, LawyerBot 399-D's Geniality Circuits make it hard to give as good as it gets. The resulting -2 penalty means Carlson Smuglie-Ffrench delivers some burning put-downs and takes the lead on the case.

This, plus the difficulty table and general skill descriptions from FATE Core, seems brisk enough to fill that niche I was looking for.

Saturday, 26 July 2014

FATE Dixie 2: episode 04, post-game chat

More actual play of the FATE Core silly Bravestarr rip-off I ran earlier this year. Contains spoilers for nothing, because I'm not sure you can even do spoilers in FATE.

This episode, we talk even more about FATE Core and how we think the game went.

Episode 4

The Episode

Unfortunately, due to lateness of the hour, our post-game chat here was curtailed before we had the necessary three hours or so to really thrash out our views, via talking about Warhammer a lot, and propose four alternative versions that would be essentially entirely different games, as we are wont to do. So it's a mere hour.

The game rather shook my optimistic view as I discovered that my initial difficulty getting my head around some concepts hadn't, as I thought, melted away with reading. Although I broadly had the concepts down, I continually struggled to GM the thing, as I found it very difficult to work out how to apply the mechanics. As Dan suggests somewhere or other, FATE is trying to be a game about story, but does this by having mechanics that act on mechanics. This does make the mechanics a flexible and abstract thing that aren't constrained by direct interaction with the game fiction, allowing you to skin outcomes how you want; on the downside it means that determining what happens in the fiction based on a roll, or deciding what mechanics to use for a particular in-game happening, is not simple.

As I found regularly running the game, the disconnect between what was happening in the narrative and the mechanical support was one I found very unintuitive. As Dan has pointed out to me, I'm fairly inclined towards quite world-simulatey systems where consequences flow fairly naturally from actions and the mechanics simply determine how they work out, because I tend to find abstractions more difficult to get my head round.

Alternatively I think systems that are even more abstract and stripped down, with just a few abilities that work by handwavium and interpretation, can work for me. FATE for me fell in an awkward middle ground, where anything you do has to be modified by an abstract intermediate layer based on your intention in performing an action. Similarly, evaluating what kind of roll-off I should call for (Contest, Conflict, C-something-else, one die roll) felt like an additional complication in resolving events.

I enjoyed the game, but I didn't particularly enjoy running it because I felt incompetent with the mechanics and this was very obviously slowing down the gameplay. I could have overcome this somewhat by handwaving things but that sort of ruins the point of a playtest. Having had time to mull things over and listen back to this recording, I could probably run a better game next time, but the easiest way to do that seems to be for the GM to take back a lot of the work that's assumed to be done by players, like having them decide the result of a roll rather than players picking an objective beforehand. Are they creating an advantage or making an attack? Unfortunately, this goes against the grain of the book as very player-driven.

We could take another bash at this and probably handle things better, but it seems like it would be easier just to try and run more Dixie-2 in a system we're more familiar with. I'm not sure what'll happen with this. Just like before, I'd really like to hear some people who actually know what they're doing running this game.

Wednesday, 23 July 2014

FATE Dixie 2: episode 03, Gunfight at Snake Gulch

More actual play of the FATE Core silly Bravestarr rip-off I ran earlier this year. Contains spoilers for nothing, because I'm not sure you can even do spoilers in FATE.

This episode, we delve into sexual morality in sentient cybernetic horses, and finish the spurious Maglev-company-oppression-based plot with a gunfight full of explosions. What more could anyone want?

Episode 3

The Episode

The scene between the horses was fun, and in a longer-running game I'd be interested to see how that works out, and/or what happens with Silver's wandering eye.

The fight at the camp was okay, but once again I found the mechanics a bit frustrating in terms of actually running an exciting combat, which is a bit of a ding for a system supposedly designed specifically for action-adventure gaming. Quite possibly I'm just doing it wrong, but considering how simple the system is supposed to be, that is itself a problem if they haven't managed to get across clearly how to use their ruleset.

There seem to be quite a few things that are a bit tricky to do, or at least aren't explicitly discussed in the rules, like doing things with no obvious mechanical outcome. This makes the system less suited (I think) to the world-exploring kind of stuff that I tend to like, because doing random bits of research for titbits of info isn't well supported. Similarly, I wasn't sure how to handle sneaking up on the guard on the cliff, and ended up just calling for a couple of random rolls.

On reflection, I should probably have called for a sneaking and/or recon roll to create an advantage against the guard for a future attack, with the proviso that a failed attack or a botched sneak would result in the alarm being raised. Mechanically it would have been basically as difficult as I did ask for, so it's a wash, but I'd have liked to feel confident in it at the time.

Saturday, 19 July 2014

FATE Dixie 2: episode 02, Two Robots Ride Into Town

More actual play of the FATE Core silly Bravestarr rip-off I ran earlier this year. Contains spoilers for nothing, because I'm not sure you can even do spoilers in FATE.

This episode, we begin the bits of play that aren't world creation, and I immediately start running into problems. Apologies for the fairly slow progress of the game.

Episode 2

The Episode

I enjoyed the tone of the game from the outset, it's kind of the slightly silly tone that most of my games end up with, only with no need to pretent not to be silly.

As I mention in the after-game segment, one area where FATE Core falls down for me is in guiding the GM towards satisfying encounter design. In this specific case that means combat, because what probably should have been a fun little tussle that the PCs were bound to win was resolved in a single die roll. More broadly, given that similar mechanics are used for everything in FATE, I didn't (and still don't) understand how to set up an encounter that would be interesting as a fight, as a social problem or whatever. The tone of the book strongly leads you towards not using unique PC-level characters except as ultimate antagonists, but also read to me like you shouldn't often be using mid-tier characters either, so the disparity will tend to be very large.

That being said, for a combat resolved in a single die roll this episode sure does go on for a while. Okay, I'm exaggerating - what happens is things move from physical to social combat, followed by some follow-up around town and a lot of mechanics discussion. I hope it's not too tedious.

Wednesday, 16 July 2014

FATE Dixie 2: episode 01, chargen

As mentioned quite a while ago, I ran a sample game of FATE Core this year to test out the ruleset. The game rather shook my optimistic view as I discovered that my initial difficulty getting my head around some concepts hadn't, as I thought, melted away with reading. But we'll get onto that later.

Here, we do chargen, which FATE Core is at pains to point out is part of the gameplay. This sounds kind of cheesy but (leaving aside things like how it's very different from everything you do once you start on stuff most people would consider "playing the game") is broadly true, in the sense that it's fun and helps establish what's actually going on. The game as described expects players to be guiding events quite substantially, so rather than turning up to a game and being presented with a pre-crafted world of the GM's devising, you collaborate on it.

Episode 1

The Episode

I had a fair bit of fun with this session, despite being plagued by insecurity (as per usual) about whether I was doing it right, and how much to steer things. There was definitely a bit of heavy-handedness at times, such as me basically picking the setting we'd use, but in my defence this was largely a reaction to ideas being proposed that I couldn't possibly do, and in some cases I'm not sure anyone could do. Games about cyberpunk copyright lawyers could well be interesting and is presumably technically doable with FATE, but it's a major departure from the basic "action adventure" premise and not very suited to first contact with the system.

Arthur, Dan and I actually have pretty substantial differences in what media we're familiar with, which means in these situations we end up proposing things each other don't really know anything about. This is very largely down to me having watched very little TV; I saw the odd thing at other people's houses, there was a narrow window from about 1993-1998 when I watched a lot of Saturday morning TV, then I basically watched the odd episode of Buffy and drifted back out of the habit.

It's not like we were anti-TV in our house, it's just my brother broke the set when I was a mere babe, and we couldn't afford a replacement until I was about 7 or 8, by which point nobody in our family had a TV-watching habit; we read or listened to the radio instead. And that TV was black-and-white and fuzzy, so it wasn't exactly amazing viewing, it was maybe 1995 before we had a colour model. So yeah, I've never really had the attention span to sit for long periods and just watch a screen - I need more active entertainment. At least with the radio you can do other stuff at the same time.

It's not like I think TV is bad or anything, and in fact I've missed out on a lot of shared pop culture and worthwhile stuff by not watching it, which I sometimes regret. A lot of my pop culture comes second-hand, and I make some effort to catch up on the odd thing, but mostly films (manageable) rather than TV (watching 20+ hours of something is pretty much beyond me). A lot of what I did end up watching was documentaries, because that's what the family bothered tuning into. And Doctor Who, of course. The old version.

Once we settled on the premise, pinning down the details was fairly straightforward. Again, I've seen remarkably few Westerns and almost all of those were parodies or post-Westerns (I think everything but The Magnificent Seven, in fact) so even this was a little tricky for me. Luckily, I have seen Bravestarr.

I'm occasionally concerned about how much of my media consumption is parodies. It may well exceed the amount of non-parody stuff I read/watch/listen to. There are probably genres I've only encountered in parody.

I ended up really liking this world, so I vaguely hope to one day get back to it and kick up some more mischief.

Tuesday, 1 April 2014

FATE Core reading review

After my earlier encounter with FATE Accelerated Edition at Arthur's behest, I retained enough enthusiasm for the system to buy the FATE Core book. So here's a bit of a review.

Overview

FATE Core is exactly that, a set of mechanics and advice for running FATE games. What it isn’t is a game in itself; there is no default setting, pregen characters or list of NPCs. That’s not a criticism, just an observation. As a book of primarily mechanics, it can feel quite dense for its size, even though the mechanics being described are relatively simple and don’t bog down into lists and numbers that need memorising.

FATE works differently enough from other RPGs I’ve tried that I had to read quite a long way through the book before I felt like I had a reasonable grip on the core of the game, which are the interaction between Aspects, actions and the flow of the game, and the FATE Point economy that sees players selling trouble and complication for bonuses to call in later. I still need to reread it to get a better handle on things, but for now I’m reasonably happy.

Something this book does well is examples. This is a stark contrast to the FAE, which does provide examples but not in a very coherent way. With FAE, I felt like each example was disconnected both from every other example and from the actual mechanics they were illustrating. To quote myself:

I’m sure that it would have been much easier to get my head around character generation if they had, y’know, actually generated a character: start with a High Concept, add Aspects and Stunts, and carry them through to a finished playable character who could be used in rule examples.

And that's what FATE Core does. Here, the examples are a strong thread that runs throughout the book from start to finish, with three characters being first created (alongside designing their campaign world), then brought up repeatedly whenever a point needs illustrating. This allows you to not only see what a character might look like, but the in-play implications of those decisions. They have also wrapped these in a game context, so that the thought process of both players and GM is explained, helping you understand why particular decisions are made, and therefore get a better grasp on the rule system. Moreover, there's as much attention paid to the narrative side of the characters as their mechanics, which makes it easy to see how character concepts and roleplaying decisions would tie in with the crunch.

All of our rules examples in this book refer to the same example game and setting. The name is Hearts of Steel, a tongue-in-cheek fantasy romp about a group of troubleshooters for hire. They traipse about the countryside and get into trouble at the behest of the various petty kings and fief lords who hire them ... Check out Game creation to see how this game came about. We’ve included character sheets for the example PCs at the end of the book.

Aspects are central to FATE, and this book does a much better job than the FAE at explaining them, in particular in highlighting how to build a good aspect, and showing that through examples throughout the book. There are specific examples of bad or weak aspects, and why they're bad. Let's compare and contrast FAE and FATE Core for a minute.

FAE

This is a single phrase or sentence that neatly sums up your character, saying who you are, what you do, what your “deal” is.

Suggested High Concepts

  • Feline Captain of Cirrus Skimmer
  • Suncaller of the Andral Desert
  • Chief Field Agent of IGEMA

FATE Core

Your high concept is a phrase that sums up what your character is about—who he is and what he does. It’s an aspect, one of the first and most important ones for your character. Think of this aspect like your job, your role in life, or your calling—it’s what you’re good at, but it’s also a duty you have to deal with, and it’s constantly filled with problems of its own. That is to say, it comes with some good and some bad.

Suggested High Concepts

  • Despicable Regent of Riverton, Reluctant Lead Detective, Ambitious Low-level Thug.
  • Wizard Private Eye, Singing Knight of the Round Table, Monster-slaying Accountant.
  • Black Sheep of the Thompson Family, Low-level Thug for the Syndicate, Scar Triad’s Patsy in Riverton.

Two things really stand out for me here. The first is that the FAE High Concepts, as I noted at the time, do a pretty poor job of summing up your character and what you do. You need to already know what the descriptions mean before they mean anything to you.

The second is that the FAE suggestions offer very little in the way of opportunities to invoke the Aspect either for good or bad, but least of all for bad. This is a problem because you need to get your aspects invoked by the GM to earn you FATE points. An Aspect that won't get invoked is dead weight.

Here's a quick selection of FATE Core's specific discussion on Aspects.

Troubles also shouldn’t be directly related to your high concept—if you have Lead Detective, saying your trouble is The Criminal Underworld Hates Me is a dull trouble, because we already assume that with your high concept.

Lenny’s The Manners of a Goat could be used to the group’s benefit. Maybe he turns that up intentionally, to draw attention away from Lily’s character sneaking around.

Let’s look at an aspect like Computer Genius. The benefits of having this aspect are pretty obvious—any time you’re hacking or working with technology, you could justify invoking it. But it doesn’t seem like there’s a lot of room for that aspect to work against you. So, let’s think of a way we can spice that up a bit. What if we change that aspect to Nerdy McNerdson? That still carries the connotations that would allow you to take advantage of it while working with computers, but it adds a downside—you’re awkward around people. This might mean that you could accept compels to mangle a social situation, or someone might invoke your aspect when a fascinating piece of equipment distracts you.

Let’s look at a simple aspect that a soldier might have: I Must Prove Myself... That’ll work for a bit, but eventually this aspect will run out of steam. It says just one thing about the character. Either you’re trying to prove yourself, or this aspect isn’t going to come up. Now tie that aspect in with a relationship to an organization: The Legion Demands I Prove Myself. Your options open up a great deal.

Let’s look at Memories, Wishes, and Regrets. There’s something evocative about the phrase. It suggests a kind of melancholy about the past. But as an aspect, I don’t really know what it’s supposed to do.

You don’t want all your aspects to describe the same kind of thing. Five relationships means that you can’t use your aspects unless one of them is in play, but five personality traits means that you have no connection to the game world.

Aspects which don’t help you tell a good story (by giving you success when you need it and by drawing you into danger and action when the story needs it) aren’t doing their job. The aspects which push you into conflict—and help you excel once you’re there—will be among your best and most-used.

Aspects need to be both useful and dangerous—allowing you to help shape the story and generating lots of FATE points—and they should never be boring. The best aspect suggests both ways to use it and ways it can complicate your situation. Aspects that cannot be used for either of those are likely to be dull indeed.

All of this information seems really helpful in guiding you to set up Aspects that are meaningful and mechanically helpful. Because Aspects are the core of the system, and because they are entirely player-generated (rather than pregenerated like PC features in many games) it's very important that players and GMs understand how to make them work well.

Character Generation

FATE Core begins with world creation, rather than chargen. This seems like a sensible step given how the game works, since without a solid game to play in, it'll be hard to create appropriate Aspects and Skills to use. You set up a genre, setting, world and some important places and characters. These help inspire the players and GM alike. The book talks a lot about the importance of character generation, and I was pleased with it. They explain that chargen is really part of the actual game, emphasise the idea that chargen should itself set up the next arc of the story, and take a firmly collaborative view of chargen.

As with game creation, character creation is best done as a group activity. Doing all of this together builds a strong foundation of communication between the players and GM, and this process has a number of ways to establish connections between the characters and the setting.

There's also some solid advice for making usable characters that can contribute to a collaborative game.

You must figure out why your character is going to keep getting involved in these more dangerous things. If you don’t, the GM is under no obligation to go out of her way to make the game work for you—she’ll be too busy with other players who made characters that have a reason to participate.

The FATE system does seem to lend itself to quite logical character generation through the straightforward Aspects system, but the FATE Core breakdown into non-mechanical types is a big help. Essentially, you're recommended to create a High Concept (who your character is), then a Trouble (something that complicates your life), then one or more Aspects based on backstory you invent with the other players. These leave you with Aspects that are likely to be quite disparate, meaning they're likely to be relevant in different situations. It's also quite a decent narrative basis for a character. Skills are fairly intuitive once those elements are in place, and Stunts arise easily from the combination of those two. I feel like this is really a pretty slick process, once you understand how the game works. However, an understanding of Aspects is absolutely crucial to it, in terms of getting a mechanically effective character, but also simply in order to understand what you're doing.

Stunts were another source of confusion in FAE. I feel like the FATE Core system is once again better. A lot of this can be put down to the substantial pagetime given to it in the whole rulebook (and again, I didn't actually read the detail sections in FAE), but even the chargen summary makes more sense. I think the main difference here is in the wording.

FAE:

Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I [pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily] [pick one: attack defend, create advantages, overcome] when [describe a circumstance].

FATE Core refers you to the main Stunts chapter, but includes a passing example:

Lily decides to take the Warmaster stunt as one of her freebies: +2 to Fight rolls made to create an advantage against an opponent, provided the opponent has a fighting style or weakness she can exploit.

I don't know about you, or indeed a non-gamer, but for me, that's far easier to parse. It's a familiar mechanic, and the explicit use of a skill feels clearer than the pseudo-skills referenced in FAE.

Layout

Sidebars are frequent but not overwhelming. Sidebars all seem to be mainly friendly tips or overviews, rather than alternate rules. I'm pleased about that, because having a book where houserules are scattered throughout can be confusing, as well as giving a sense of inconsistency, or lack of confidence. While there are some rulebars, these typically just state that the rules given are not writ in stone, and encourage experimenation. This helps maintain the sense of a friendly, forgiving ruleset, without overwhelming the would-be GM with choices about optional rules. Some of the bars explain points that might confuse players of earlier versions, like removal of jargon (I approve) or tweaks to mechanics; there's also a quick Veterans Guide in the back listing the main changes, which seems like a good approach.

Visually, there are very strong distinctions between the main rules, the sidebars and the play examples. Headings are stark and obvious, and the text is very clear, with crisp font unmuddled by backgrounds or fiddliness. There are frequent, characterful illustrations that don't interfere with the text. This is all good stuff.

Each page features obvious page numbers, a chapter number and a margin bar that indicates its contents ("Character Creation" and so on). Between these, the obvious headers and the solid-seeming contents list and index, navigation is pretty simple. I suspect the index could probably usefully be a bit longer, but that's nearly always true.

A Cheat Sheet covers the main rules quickly and efficiently. There are page numbers for further explanation.

Something I particularly appreciate is the vast number of cross-references. These are sprayed liberally through the book, usually several to a page. Generally I think it's very hard to overdo these, because rules checking can be such a drag on the game that anything to speed it up is a boon. It's also handy if the order of the rulebook happens not to quite suit you when you start reading, as you can easily flick forward to get more detail.

Nice Touches

The game does a good job of explaining their philosophy, and what games FATE is suited to, in a few simple paragraphs. They outline three points, and then explain what each of these means in terms of "this is" and "this isn't"s. A couple of extracts:

The very best FATE games, however, have certain ideas in common with one another, which we think best showcase what the game is designed to do. Whether you’re talking about fantasy, science fiction, superheroes, or gritty cop shows, FATE works best when you use it to tell stories about people who are proactive, competent, and dramatic.

[from the Drama section] Any FATE game that you play should provide the potential and opportunity for drama among and between the characters, and give you a chance to relate to them as people. A game about adventurers mindlessly punching increasing numbers of bigger, badder bad guys is not FATE. A game about adventurers struggling to lead normal lives despite being destined to fight ultimate evil is.

There's no "what is roleplaying" section as such, but the game offers a very brief introduction to what you're doing that I find pretty solid. Like any game, it has its own take. FATE Core's summary is very collaborative and sounds a lot like improv theatre. This is very slightly misleading, since in practice the GM-player structure is still in there and will restrict players' narrative control somewhat, but for such a short summary, and given the way FATE works, I think it's fine.

If you’ve never played a roleplaying game before, here’s the basic idea: you and a bunch of friends get together to tell an interactive story about a group of characters you make up. You get to say what challenges and obstacles those characters face, how they respond, what they say and do, and what happens to them. It’s not all just conversation, though—sometimes you’ll use dice and the rules in this book to bring uncertainty into the story and make things more exciting.

For GMs

An extensive section on GMing includes sensible discussion of what your responsibilities are, and how they relate to the mechanics. There's some further philosophy here - FATE clearly prioritises narrative over realism, which makes sense for the mechanics they have. There are useful pointers to minimise the burden of GMing, which is a perpetual issue; here they recommend shifting it to players, getting them to make decisions about things related to their aspects, or creating their own detail when they create advantages. There's also a broad sense that information doesn't have to be concealed from players unless there's a reason - NPC secrets are concealed in the book's examples, but players have a reasonable idea of what's going on in the campaign world. I appreciate the section entitled "You're The Chairman, Not God".

The frequent examples throughout the book also weave in antagonists and NPCs, with examples of the kinds of Aspects and Skills they might have. Appropriate power levels relative to the PCs are discussed thoroughly, which I find important because even seasoned GMs may struggle to gauge that in a new game. There is thoughtful discussion of how, as longer-term games progress, the relationship between PCs and specific NPCs should change, and the distinction between static NPCs, who don't advance but show how the PCs have grown over time, and dynamic NPCs, who advance alongside them and remain relevant. An adversary who was once formidable but now presents no threat, or a mentor you have surpassed, are strong narrative devices. They also cover how to model developments in the gameworld, with PCs' Aspects changing to reflect their experiences, but also changing the Aspects of the world, organisations and NPCs around them.

Have the PCs resolved an issue in a location? Get rid of the aspect, or maybe change it to represent how the issue was resolved (In the Shadow of the Necromancer becomes Memories of Tyranny, for example).

The usual discussions of setting up scenarios, arcs and entire campaigns are there. Due to the nature of the game, there's a lot of emphasis on trying to design scenarios that tie in strongly to the PCs' Aspects, and on trying to maintain pace and drama.

Finally, there's a section on Extras - adding new features to the game using the same Aspects model that works for everything.

Personally, I can't help thinking of FATE as being basically like Python the RPG, but this may not be universally helpful.

Extras suggest ways to add in magic, superpowers, cybernetics, powerful organisations or detailed weapon rules with accompanying mechanics. The main example shows how adding a Magic extra could create new uses for skills and new ways of doing things, but there are also discussions of adding Wealth and Media extras that let you engage in financial combat for a highly political game, or adding vessels as an Extra with their own Aspects. I particularly appreciated the latter, because it stretches the range of the game and suggests options for doing things outside the action-adventure genre it favours. It's worth bearing in mind, though, that you don't necessarily need to add Extras in order to include things - you could decide to handle magic with the normal action rules, simply flavouring your actions with magic rather than might.

Drawbacks

For what it contains, the FATE Core ruleset can seem pretty bulky. A lot of this can be put down to the illustrations, examples and sidebars that appear on virtually every page. The text is also large and clear, easy to read but taking up a bit more space than average. The examples are great, the sidebars helpful and the illustrations pretty and full of character that I'd be reluctant to lose. That being said, it would be possible to make a version half the size without much loss of content. Would it get bought? I suspect not, since prettiness is one reason to choose a hard copy over a PDF. However, a shorter version of the PDF could well be well-received, as it would make using it at the table easier. Presumably the size and illustrations also contributed significantly to the £30 cost of the books, but that's the way it is.

Another point worth bearing in mind is that, as mentioned earlier, the book contains absolutely no default setting. There are no locations, no goings-on, a handful of NPCs tied into the example game, and no monsters. This does leave things completely open for the group, but also means that unless you really want to be doing everything from scratch, you're going to be looking out for other materials. Even if you want the fun of creating your own world and setting, being able to drop in workable critters or characters that someone else has written up can be a great asset to speed up play, or simply as a source of inspiration.

Personally speaking, I've already bought a couple of PDF supplements (Worlds on Fire and Worlds in Shadow) just to try and get a better handle on the grain of the system, and what can be done with it. I'm a bit sorry that there don't seem to be any very basic FATE settings freely available to play around with - even a couple of pages would be handy for trying things out.

On the whole, though, I am very happy with the book and excited about trying it out.

Tuesday, 25 March 2014

Why no FATE Actual Play?

Following on from my look at the Accelerated Edition, I've bought and (eventually) read through FATE Core. It's surprisingly dense, at least in terms of what I expected. I suppose being roughly A5-sized I mentally pegged it as a small book, whereas it's actually got about as much content in it as the average D&D rulebook. On top of that, this one is entirely 100% mechanics, which increases its relative density. There's no monsters, settings or spell lists in here that can be skimmed, only a great deal of system, all of which is important in trying to get your head round how this stuff works.

Lest that sound critical, I should say that although it wasn't a light read, I found it very interesting and rather well-presented. I might do a better overview of the book some other time, as it's now after 11pm and I should get to bed. Anyway, it was enticing enough that I'm considering trying to run it, which is about all a game can hope for.

Okay, strictly speaking a game could hope to fill me with wild and uncontrollable enthusiasm, but since I already have a large list of Games To Run, a gaming circle with highly incompatible timetables and too many hobbies, you'd have to be something pretty damn special.

And so I turn to my automatic port of call for wanting to run a game: Actual Play podcasts. Short of playing one, there's nothing like sitting in on someone else's game session to get a feel for at least one way a game might work. Ideally, several perspectives are nice. There's a huge difference between having read the rules for invoking mana burns, and feeling comfortable making on-the-fly rulings when your PCs decide to stick their hand in a dimensional vortex.

Could I find any? Like hell. Same as last time I tried. For all the attention it gets, there is an incomprehensible dearth of podcastery. I think I saw two Youtube channels referred to; now, with respect, while I am entirely on board with the notion of listening to a bunch of nerds I never met pretend to be talking mouse paladins when I am doing the dishes or running in the middle of nowhere during a blizzard through lack of basic common sense, few things are less compelling than the prospect of watching people play RPGs. And this is to say nothing of the fact that videos tie you to a screen, wasting valuable time rather than occupying my mind during boring activities. This is the exact opposite of what podcasts are for. The same thought confronts me whenever I encounter, say, review channels where someone talks into a camera for half an hour. Just... why?

Ahem.

ANYWAY. There were also references to a couple of FATE-based Dresden Files games, where "Actual Play" was understood to mean "talking about a game what we played previously, with observations", a genre I would generally summarise as "not Actual Play". This is the equivalent of offering World Cup Matches Live! and then screening Steven Gerrard reminiscing about the game for twenty minutes. The word "review" would seem eminently appropriate.

So, abject failure one again. It's looking increasingly like I need to run some FATE just so I can make my own podcast and stick it online for everyone else to listen to. Bizarre.

Tuesday, 19 November 2013

Playing with Fate Accelerated Edition chargen

So recently Arthur suggested that I give Fate Accelerated Edition a look.

First impressions

With only a few minutes of prep, you could be exploring the universe with your favorite sci-fi characters, fi ghting the forces of evil with a party of talking chimps, or setting up shop as a modern day sorceress specializing in love potions. Maybe you’re looking for the ideal pickup roleplaying game.

I initially read this, in the context of the previous sentence, as "Maybe you're looking for the ideal lockpicking game", which sounded awesome.

...Or you’re a first-time gamer looking to try something new without investing hours of your time. Regardless, Fate Accelerated Edition will bring something special to your table.

Fate Accelerated, or FAE, is a condensed version of the popular Fate Core roleplaying game that brings all the flexibility and power of Fate in a shorter format. Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.

Sold! I like the sound of all this stuff.

It helps a lot, too, that FAE is available as pay-what-you-want (including nothing) from Evil Hat, and Evil Hat are sensible enough to offer a plain old zip link. That's actually very important. It meant that rather than setting up an Evil Hat account to download a file they were offering me for as little as £0.00, I could just grab the file straight away. If I did have to set up an account, it's entirely possible I wouldn't have bothered. I've reached a point in my life where I'm increasingly ticked off by the need to create yet another account for yet another piddly little website just to do some tiny thing, and since I really am only playing around with this right now I see no need to pay for it. Of course, if I do experience life-changing delight and decide to stay using this, I'll buy a copy.

"No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior express permission of the publisher.

That said, if you’re doing it for personal use, knock yourself out. That’s not only allowed, we encourage you to do it.

For those working at a copy shop and not at all sure if this means the person standing at your counter can make copies of this thing, they can. This is “express permission.” Carry on.

This is a game where people make up stories about wonderful, terrible, impossible, glorious things. All the characters and events portrayed in this work are fictional. Any resemblance to real people, magical martial artists, schoolgirl witches, pulp scientists, or piratical cats is purely coincidental, but kinda hilarious."

The impression, it keeps getting better.

What are we doing?

The contents page comes next. I have to notice that this is more substantial than I expected. It's 44 pages. My enthusiasm is somewhat dampened, as I suspect it'll take more than "minutes" to read that much, let alone build characters with it. But let's give them the benefit of the doubt.

Next, it quickly and with fair enthusiasm lays out what you're doing and what you need. There's what I read as a non-condescending description of what roleplaying is, with sensible referencing to TV to get their message across. Player and GM roles are introduced, with marginal cross-referencing to more substantial information. There's straightforward guidance on making characters in general, and playing cooperatively.

"That’s how you tell great stories together — by not being afraid for your character to make mistakes, and by making choices that make the story more interesting for everyone at the table — not just you."

Sound advice.

"Make sure your character has a reason to interact and cooperate with the characters the other players are making."

Making a character

I begin trying to create a character. I'm hampered by a crippling inability to come up with a setting and stare into space for several minutes.

Okay, okay. A randomiser is needed. Good thing I already wrote one, eh? Actually it's a bit overpowered for what I'm doing here and misses off a couple of things... let me just fettle a bit *tinkers*.

...

Right. This is a FEEL-GOOD ADVENTURE GAME (which I think is the idea anyway, right?) of ESPIONAGE with GOTHIC aesthetics. Characters use SMALL AMOUNTS of SINISTER MAGIC to combat their adversaries.

Sounds good to me.

I'm supposed to start by picking a high concept.

This is a single phrase or sentence that neatly sums up your character, saying who you are, what you do, what your “deal” is.

Actually I'm finding this surprisingly difficult. They don't give any guidance on what a high concept actually means; they just have some words. They also don't tie them into the setting examples given earlier, which I would have recommended. How does the Chief Field Agent of IGEMA differ from the other characters? Are they all IGEMA members, all field agents, or a disparate band thrown together by chance? In what way is this supposed to define my character - is it an RP guide, a shorthand for other players, or is it going to have mechanical ramifications.

I also can't help noticing that they say "This is a single phrase or sentence that neatly sums up your character, saying who you are, what you do, what your “deal” is." but provide three examples that don't really do that:

  • Feline Captain of Cirrus Skimmer
  • Suncaller of the Andral Desert
  • Chief Field Agent of IGEMA

Is Suncaller a name, a title or a job description? What does a Feline Captain do (or is Captain of Cirrus a title, like Captain of Horse? I can't even parse this one)? In fairness, if I knew what IGEMA was that last one would make a decent amount of sense. But we aren't talking "Conan the Barbarian" here.

My initial thought is "secretary to Lord Adolphus de Lacey", picturing His Lordship as a sort of quest-giver and offstage NPC. But the description doesn't particularly point to any adventurous tendencies. Then again, neither do theirs. Oh, let's just go with it.

Decide on the thing that always gets you into trouble

I'm going with good old insatiable curiosity. A nice safe bland option given I don't have a full setting or a group to riff off here. Good old, um, X (names come later) doesn't like unanswered questions, holes in the record or things out of place. It's an occupational hazard.

I need another aspect too. What makes for an interesting character here? I'm still a bit puzzled by what Aspects are for, which isn't helping. What am I trying to do with them? I give up and follow the trail to another page, which explains a bit better. After a bit of thought, I shrug and go for Formidable Illusionist. Being able to confuse and mislead other people seems useful as a secretary as well as an agent of the Crown, and it fits well with a gothic setting in my view. We're not talking pretty pictures here, but shadowy flocks of crows, subtle shifts in facial expression, seeming taller and more sinister, the noise of approaching rescuers, or simply an illusory locked door in a doorway.

My character is Felix Kimberley, an average-looking clerkly type with glasses, neat hair, a drab but respectable suit, and slightly fancy taste in tiepins.

His approaches are Careful (+3), Clever (+2), Sneaky (+2), Quick (+1), Flashy (+1) and Forceful (+0). These determine how good I am at taking various tactics to achieve things. Felix is a cerebral, methodical sort who doesn't like being in the spotlight or hurrying.

By default, FAE suggests choosing one stunt to start with. however, if this is your first time playing a Fate game, you might find it easier to pick your first stunt after you’ve had a chance to play a bit, to give you an idea of what a good stunt might be.

Sadly, I'm not likely to be using Felix in reality, so better pick a stunt. This, once again, calls for some delving into the rulebook. You make up your own stunts based on a couple of simple templates. I quickly discover that to make sense of them I really need to read the actual rules a bit, because I don't understand what the mechanics would do.

Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I [pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily] [pick one: attack defend, create advantages, overcome] when [describe a circumstance].

There are several examples, but once again they are fresh and not connected to the examples given earlier. This means there's no continuity of concept to give a sense of why you have something. It makes sense to me that a stunt would tie into an aspect, but it doesn't (after some rereading) seem like that's where the "way you are exceptional" bit comes from. Okay, let’s think. Felix gets sent to take care of things for His Lordship, and given His Lordship’s line of work, that’s a pretty broad portfolio. The secretary needs to be someone who can cope with all kinds of situations, and if we’re spies, needs to do it by drawing minimal attention to himself.

I’m also not really sure what kinds of circumstances exist. How do you express “doesn’t draw much attention” in this template? I’m not sure I can. I need something else. Unflappable? Suitable, but I don’t understand how I’d express that in this template either – what’s the Circumstance, and how does it tie into the Approaches? It’s probably some kind of Overcoming? How does this even work? The only ones I understand are Attack and Defend, and I’m not entirely sure I understand them.

Ah, sod it. I’ll pick something that works based on their examples and have done with it.

Because I am a Mediator, I get a +2 when I Carefully overcome obstacles when in conversation with someone.

Conclusions

All told, I think (ignoring writeup time) I've spent somewhere from 20-30 minutes on this, much of it thinking and reading. It compares favourably with crunchier games, but then it has simple mechanics. It's about on the same timescale as Call of Cthulhu, which is another largely simple game with some slightly fiddly chargen aspects and free choices.

The process is simple, but getting my head round what ideas like "aspect" actually mean really wasn't that simple for me. In some ways it actively clashes with my interpretations; for example, the High Concept description to me sounds like the answer should be "two-fisted botanist with a heart of gold" or "cheerful fishman pilot-for-hire", whereas they offer a selection of job titles that provide surprisingly little information without supporting context.

I do think there’s a sizeable flaw with this quick start ruleset in its failure to carry through examples from start to finish. I’m sure that it would have been much easier to get my head around character generation if they had, y’know, actually generated a character: start with a High Concept, add Aspects and Stunts, and carry them through to a finished playable character who could be used in rule examples. This is something that Call of Cthulhu does reasonably well (though admittedly not in the quick start rules).

The template for Stunts felt awkwardly mechanical to me – it actually felt more like you design a power and then skin it, rather than coming up with a concept and then expressing it in their terms. This is partly because I’m not familiar enough with the system to translate into it, of course.

Another mild drawback is that it seems relatively difficult to create a character on the fly when you don’t already know the ruleset, because so much of it is freeform. Obviously within a specific campaign setting this will be slightly less of an issue, but knowing what are likely to be sensible aspects and stunts are tricky before you have a solid idea of both how the game plays and how the rules work. In this case having an experienced player or GM to guide you seems like a definite boon. I prefer chargen to be largely independent, so that you can create a character without any significant knowledge of the rules (they’re unlikely to be optimal, but I want it to be possible). Even games as complex as D&D allow this because you’re picking from pre-set options or allocating points to transparent traits.

I’m quite torn here. I’d be semi-interested in playing it just to see how it actually works, because I don’t really get it (and in fairness, I've made no attempt to read any rules that aren't directly relevant to chargen). However, what I’ve seen here has been a bit offputting. I can’t imagine putting this in front of inexperienced players and expecting great enthusiasm. The fact that the rules are 44 pages long is a significant factor here. Maybe I’m just being pessimistic? It might be easier with a group bouncing ideas off each other. Maybe I was just overthinking things. I dunno, really.

Final word

The promise:

Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.

While it's technically accurate, I don't feel like half an hour is exactly "minutes". Even twenty minutes is a bit long for that; I was expecting more like five to ten. On the "fast" score, then, FAE hasn't done that well this time. That being said, you can probably create your third character in ten minutes, when you aren't puzzled any more. There's clearly room for plenty of characterful characters, and it looks like a simple system to use once you actually understand it. On the whole, this seems like a basically okay set of rules (from my brief glance at them) that's undermined by an underwhelming quick start guide.