Showing posts with label Hacks. Show all posts
Showing posts with label Hacks. Show all posts

Tuesday, August 5, 2014

Born to Be Wild!

Benjamin Baugh's post about "TNMT and other strangeness" as his oldest RPG prompts me to go ahead an post a link to some rules I have been working on. He asks for a "retroclone". Pretty sure this doesn't count, and it's more about "Road Hogs" than TMNT, but it might be of interest to him or anyone else, so here it is.

Born to Be Wild! - a Fate-based game of beast-folk driving in cars in a post-apocalyptic wasteland blowing s&$# up

Some Points of interest:
  • Two dimensional approaches (Things you Do, and Ways you do them) (Page 15)
  • The idea of Rides, and the idea that If you Lose Your Ride, You have lost the Game (Page 29)
  • Vehicle combat rules, because of course (not much different from what I have already posted on this blog)
  • The start of a "Your Wasteland" section (Page 35)
Other than that, mostly standard Fate Core/FAE stuff repurposed and currently cluttered with Fate Core/FAE SRD reference because there are a few minor alterations to the basic mechanics, and I wanted to have the capacity to make more changes as the design progresses. If I continue to work on it, I will flesh out the "Your Wasteland" section.  Also, I would want to amp up the Wastemaster versus Beast-Folk vibe of the thing, make it more actively a GM vs. Player game, because I think that is a place Fate games haven't really gone.  Can they go there?  I don't know, but it would be interesting to see if they could.

Enjoy!

Tuesday, March 18, 2014

Spirit of the Garou: First Play

I had an opportunity to run Spirit of the Garou (click through for rules post), my love song to Werewolf: the Apocalypse written in Fate Core, on the weekend and it was very enjoyable.

The scenario was set in a Sept at the very mouth of the Mississippi River in 1924.  The player characters were part of a pack of that sept, and needed to find out what happened to some kinfolk rum-runners, who had disappeared.  At some point I will post the pre-gen characters and some of the other stuff from the scenario.

Things that worked well..

Fate Core as a system just sings for Werewolf as a setting.  Creating and using Aspects is like the thing you didn't realize was missing from White Wolf's system until you play a game with them, and then you can't understand how you ever lived without them.

One of the reasons for that is that it greatly expands the non-tooth and claw options that Garou have in the game.  It gives them a solidity and weight that in the classic World of Darkness (CWoD) ruleset was just not possible.  As an example; there was a moment in the game where one of the players playing a Lupus Garou named Sandpiper, not the most combat ready of the characters, is trying to save her friend from a dangerous bane-possessed axe-wielding crazy person.  She says "I want to try to grab the axe out of his hands and run away with it."  I say "Cool!  That sounds like a Brawn versus Brawn thing.  Getting your teeth on it won't be that hard, getting it away from him is the tricky part."  Moments later, and after laying some Fate points on the table and a bit of luck, Sandpiper has the nasty, Bane-soaked axe in her mouth, jumping into the murky waters of the bayou with the enraged crazy person with "Disarmed" as an aspect chasing after her.  I then compel her on her "Connoisseur of Aroma" aspect; "That Axe smells grotesque, it's covered in years old blood and filth and is steeped in evil.  There is no way you can keep that in your mouth, you have to spit it out."  She takes the fate point, and now the battle is really on, since the axe is sitting there in shallow water.  Would all of that have been possible in CWoD?  Sure, I guess. But Fate just makes it so much easier, so natural.

Another thing that Aspects make a major difference for are things like intimidation, enticement, etc.  In other words, any mental or emotional attack or control type action or power.  The power of compels and the utility of Well-Being (e.g. Mental Stress) as a venue for attack makes a big difference in the ease with which such things are handled.

Rage and especially Gnosis as skills in the skill pyramid seemed to work pretty well.

Gifts as stunts worked really well.  They seemed more flexible and interesting than they were in original Werewolf: the Apocalypse (W:tA).

The number and type of Aspects seemed just about right.

The Totem aspect was interesting, because all of the characters share it.  The pre-gens all had Coyote as a Totem, whose Ban Aspect was "Unwise Choices".  It would be fun to compel that normally, but the fact that all of the PC's had it made them seem more unified.  "Unwise Choices" was just who they were.

The questions for the different Auspices to determine Renown gains seemed to work very well, although a few need some tweaking or clarification.

The Form Modifiers seemed to work really well.  There was rarely any question as to whether the bonus/penalty applied or not as everyone at the table seemed to have a good concept of the forms and what they would excel at versus what they would have trouble with, and where there were borderline cases the conversation was actually part of the fun.

Things that need work...

The Anger Stress track and Frenzy rules are just wrong, or at least not creating the effect I was hoping for.  The idea is that Anger Stress should be something you are always worried about in a fight, it is constantly increasing and you have to manage it or Frenzy.  In practice there just weren't enough ways to hand it out, and the mechanic of erasing Anger Stress to get a benefit of an extra action worked against the goal.  One potential solution is to simply hand out a LOT more of it, for example, everyone takes one Anger Stress every exchange.  I note that in the original W:tA rules, you only Frenzy when you get four successes on a Rage roll, and that Rage rolls are really not that common, which jibes with my memories of running the game that Frenzy was never really that big a threat.  I would like it to be more of an issue in Spirit of the Garou.  But I also don't want to have multiple currencies; Fate points should be enough.  Already I have Anger Stress acting as an additional currency in the current rules.  This all needs some thought.

When I first created the Gifts, I removed the Rank requirement to learn them because it always bugged met that there was such a limited selection of gifts for starting characters.  Also, as I was translating the Gifts into Fate Core, many of the higher ranked gifts just didn't seem that powerful, they were easily just stunts. However, there were a couple of Gifts on the pre-gens that were originally high rank gifts that were VERY powerful, and probably need to cost more refresh. Examples were Geas and the Living Wood.  Part of the power shift is that for many of the Gifts that originally cost Gnosis I changed it to either a time limit (e.g. once per scene) or a Fate point.  As Gnosis could be pretty hard to come by in W:tA, spending a Gnosis point was a pretty big cost.

I really need to work on my Fate Core rules knowledge.  I was caught out several times forgetting a few things that have changed since earlier versions.  For example, did you know there are no free Compels on an Aspect you have created, only free invocations?  Did you know that you don't get a boost on a Create Advantage roll, you get two free invocations?  I didn't.  Thanks to +Marcus Morrisey for having better rules Fate Core rules mojo than I.

Things that really didn't get tested...

There wasn't much spirit interaction in the session.  Two of the pre-gens that were played had bound spirits, but they didn't really come up much.  

Character creation hasn't been tested at all.

Overall

It was awesome!  It was one of the most "werewolfy" sessions of Werewolf I have ever GM'ed, because Fate Core makes so much so much easier.   Aspects were hitting the table like crazy until it was littered with index cards.  No major flaws came up except for Anger Stress as noted above.  I really think the basics of the rule set are solid.  This has a lot more to do with the general brilliance of Fate Core and the general awesomeness of the Werewolf setting than any skill on my part.





Friday, February 28, 2014

Werewolf in my Fate? Fate in my Werewolf?

So, I've been fiddling around with something.  Call it a love song to Werewolf: the Apocalypse written in the language of Fate.  It can be found here:

Spirit of the Garou

I have comments turned on in the Google Doc, so feel free to comment on the rules.  The majority of the page count are examples of things from the W:tA rulebook.

EDIT: this was actually playtested in a number of sessions, and worked pretty well.
It hasn't been playtested, but since I saw that Ryan Macklin and Dave Chalker were building a Mage: the Ascension Fate love song here: 

Enter the Paradigm Project

I thought now was a good time to post this.  Enjoy!

Friday, February 14, 2014

Weird Dust Devils

I wrote this probably 6 years ago, and it was playtested two or three times, and a lot of fun.  Enjoy!

Weird Dust Devils
An explictly magical hack of Dust Devils.
Dust Devils was created by +Matt Snyder is available through DriveThruRPG; you should really buy a copy, because it is fantastic.

First of all, let’s be clear.  The existing rules of Dust Devils are really all you need to bring a weird, supernatural, or magical feel to your game.  The limits on the Dealer’s power in setting up situations, and the Narrator’s power in describing resolution, are really consensual limit, and thus as long as everyone at the table agrees that weird stuff is in bounds, it is.

However, many people might wish to have a bit more system to help them integrate weirdness into a Dust Devil’s game.  These rules are written to help those people out.

The Deck
The first major change in Weird Dust Devils is the deck of cards used; WDD is played with a tarot deck, not a normal playing card deck.  Don't tell me you are surprised this uses a tarot deck, what else would it use?
Last night I stayed up late playing poker with Tarot cards. I got a full house and four people died. - Steven Wright
Characters
As Dust Devils, except –
  • The existing scores are associated with the Tarot suits in the following way: Heart (Cups), Guts (Wands), Eye (Coins) and Hand (Swords). 
  • Characters have an extra Score called Power, and represents the characters overall familiarity with, capacity for, and resistance to, magical stuff.  
  • Characters have 16 points to spend on scores, not 13.  NOTE: This isn’t quite right, because 13 is the perfect number for the other four scores.  However, it seems to work in practice.  Maybe just let people pick Power from 1-4, with some kind of trade off (ala the Devil)?
  • Any character with a non-Zero Power score must also have a Weird, a single phrase description of the way in which the character interacts with, uses, or avoids magic.  Examples: "Voodoo Houngan", "Aztec Mummy", "Jesuit Exorcist", "God of War", etc.
Conflict
Conflict occurs as described in Ch 2 of Dust Devils Revenged, except as follows.
  1. Any player may choose to add in their Power to the two Scores selected by the Dealer as relevant to the current conflict, thus giving them more cards in the initial deal.
  2. If a player uses their Power in a conflict, then they may only beat another hand with an Arcane hand. An Arcane hand is a hand where at least one of the five selected cards is a Trump.  If they do not play an Arcane hand, then regardless of how good their hand is, they lose the conflict and their hand ranks lower than all other hands.  In the event of two or more players in this situation, all are considered equal low hands.    Note, if you draw a Straight Flush having used your Power, it's pretty clear evidence that the universe hates you.
  3. If a player uses their Power in a conflict, then the Narrator MUST use that Character’s Weird in some way to describe the conflict’s resolution.
  4. The harm caused by an Arcane hand is always distributed as desired by the player taking the Harm, regardless of the suits it contains.
  5. Only harm from an Arcane hand can be applied to a character’s Power score.
  6. The player who plays the LOWEST ranked card in their hand may, at their discretion, choose a Twist.  They select from the available cards played in the conflict one card.  The Narrator must use this card somehow in the narration of the conflict.  It could be by using the name itself, some concept associated with the name, some element or aspect of the picture on the card, etc.  There is no standard meaning to any card.  Thus, the Twist is VERY dependent on the exact deck of cards you are using.  Typically, this card will be a Trump, but in some decks all the cards may have evocative symbology that might be worth using.
NOTE: The combination of points 1 and 4 means that, while using your Power will give you more cards, it also means that your opponent can spread the harm around more freely if they lose.  This seems like a good trade off to me.

Hands

Definitions
  • Trump – one of 21 cards, numbered 1 to 21, often called the Major Arcana in tarot decks designed for divinatory or occult purposes.  
  • Non-Trumps – One of the 56 cards, ranked from Ace (A), then 2 to 10, then Page (P), Knight (N), Queen (Q), King (K), in four suits (Swords, Cups, Clubs, Coins), that are not Trumps.
  • Run - A set of three or more Trumps in numerical order; a set of two Trumps in order do NOT form a run.   
  • Rank Order – All Trumps, rank above all non-Trumps.  Among the Trumps, the higher number ranks above the lower.  The suits of non-Trumps rank as follows, highest to lowest: Swords, Cups, Wands, Coins.  Within a suit, non-Trumps are ordered, highest to lowest: A (high), K, Q, N, P, 10, 9, 8, 7, 6, 5, 4, 3, 2, A (low).   
During conflict, the following are the possible hands that can be constructed, in order of precedence.  The ones marked in blue are always Arcane hands; that is, they require Trumps.  The ones marked in green are Mundane hands; that is, they cannot contain any Trumps.  Other hands can be either Arcane or Mundane depending on the extra cards included in them.  Note that hands of higher precedence can incorporate lower precedence hands; always consider a hand to be of the highest possible precedence it can be.   This order of precedence is based on the probability of getting that hand with five randomly drawn cards.

Hand
Composition
Tie-breaking rule
Harm
Ordered Five
Any five Trumps in a run.
Highest ranked Trump in hand.
5
Straight Flush
Any five non-Trumps in sequence of rank order, all in the same suit.
Highest ranked non-Trump in hand.
5
Four of a Kind
Any four non-Trumps of the same rank, plus any other card.
Highest ranked non-Trump of the four matched Plains.
4
Ordered Four
Any four Trumps, in a run, plus any other card.
Highest ranked Trump in the run.
4
Balanced Three
Any three Trumps in a run, plus two Plains of the same rank.
Highest ranked Trump in the run.
4
Full House
Any three non-Trumps of the same rank, plus any two non-Trumps of a different rank.
Highest ranked non-Trump in the three matched non-Trumps.
4
Flush
Any five non-Trumps in the same suit.
Highest ranked non-Trump in the hand, followed by second ranked, and so on, with the Higher ranked Suit winning if all non-Trumps are of identical rank.
3
Straight
Any five non-Trumps in sequence of rank order.
Highest ranked non-Trump in the hand. Higher ranked Suit of highest ranked non-Trump if they are identical.
3
Chaotic Five
Any five Trumps that form no run.
Highest ranked Trump in the hand.
3
Ordered Three
Any three Trumps that form a run, plus two other cards.
Highest ranked Trump in the hand.
2
Three of a Kind
Any three non-Trumps of the same rank, plus any two other cards.
Highest ranked non-Trumps in the three of matched Plains.
2
Two Pair
Any two non-Trumps of the same rank, plus any two non-Trumps of the same rank different from the first set, plus any other card.
Highest ranked non-Trump in the highest ranked pair, followed by highest ranked non-Trump in the second pair, followed by the rank of the fifth card.
2
Chaotic Four
Any four Trumps that form no run, plus any one non-Trump.
Highest ranked Trump.
2
Chaotic Three
Any three Trumps that form no run, plus any two non-Trumps.
Highest ranked Trump.
1
Pair
Any two non-Trumps of the same rank, plus three other cards.
Highest ranked plain in the pair, followed by ranks of the remaining cards.
1
High Card
Any hand that cannot be formed into a higher precedence hand.
Highest ranked card.
1

The Fool is always wild, and has no value of its own; it is neither Trump nor non-Trump in and of itself.  The Wheel of Fortune is wild but can only count as another Trump, not as a non-Trump.  In any case where a hand with a wild card is being compared to an otherwise identical hand without a wild card, the hand without the wild card wins.  In any case where two hands are identical, and one has a Fool and the other a Wheel of Fortune, the hand with the Wheel of Fortune wins.

Tarot Decks
Your basic Rider-Waite deck from your local bookstore will do, but sort of sucks for a number of reasons for a Weird West theme:  the imagery is off, the cards are difficult to read when in a hand, etc.  You can probably do better if you are willing to shop around.
The Tarot decks from Europe designed for actually playing games, instead of divination, would be very good for Weird Dust Devils.  For example, this is a picture of some cards from an Austrian deck. Also, I think any of these Piatnik Tarock decks would work.  Be careful, though, some of these decks have different numbers of cards because they are designed for very specific games.  The order of precedence, above, is based on a 78 card deck (21 Trumps, Fool, 56 non-Trump).  You can certainly play with a different (usually smaller) deck with trumps, but this will make the order of precedence of the hands go squirrelly.
The suits on Tarot decks can be all over the map, depending on exactly which deck you use. See Wikipedia's article on suits for more information.  Just make sure you clearly map your deck’s suits to the four Attributes (Heart, Guts, Hand, Eye) and you will be fine.
There are some cool old school historical reproductions of decks from the 1800’s that seem to me to be a good match for a Weird West themed game, see…


Here are some other decks that aren’t historical, but might be cool…