Showing posts with label Fate. Show all posts
Showing posts with label Fate. Show all posts

Tuesday, August 19, 2014

Fate Convention Games - Some Thoughts

I was able to play four different variations on Fate at #gencon2014 and I enjoyed myself.  The experience, however, has crystallized some strong opinions on my part about convention games of Fate (although some of these apply more generally). For your amusement, here are my thoughts...
  • Spend less than 15 minutes in setting creation.  Yes, setting creation is fun, if you are going to use it to it's fullest over multiple sessions.  But in a convention game, no matter how cool you think your particular setting creation variation is for Fate, it is just getting in the way.  
  • Spend less than 15 minutes on character creation.  This means a number of things.  For example, have the players fill out just the first column of the pyramid, and let them do the rest in play.  Or just come up with the High Concept and Trouble aspects, and fill out the rest in play.  
  • Stunts are for the most part too complicated to come up with in a convention game of Fate Core. They don't seem like it, I know, but they are.   Especially for players who are inexperience with Fate.  Fate Accelerated can get away with it, because the Approaches take less time than skills, and there is no "Use Skill A in place of Skill B" option.
  • Extras are beyond the pale for creation in a convention game.  If your Fate variation makes extensive use of Extras, then you really need to bring pre-gens to the table.  
  • Coming up with this stuff (Aspects, which skills to pick, etc.) is hard work for some players, especially people new to Fate.   Some people just need to time to come up with character concepts, aspects, etc., that they are interested in and will enjoy, and making them do it quickly is a recipe for frustration and embarrassment.   You think you are providing a fun experience for those players, but you really aren't.
  • Pre-Gens are your friend.  Really they are and you should be using them.  Especially if your Fate version has some complicated extras, or a lot of setting specific stuff, pre-gens are actually much better at demonstrating how cool your setting is.  It's easy as pie to come up with customizable pre-gens for Fate, just fill in the High Concept and Trouble, the first Skill column, and give them three stunts.  People are playing much quicker, and can still make their characters their own.
  • Do not spend more than 15 minutes going over rules.  
  • That being said, make sure you hit the following explicitly: Invoking Aspects for a +2 or a reroll (and don't forget the reroll!); Compelling Aspects to earn Fate Points (and don't forget to mention self-compels); How to roll the dice and add a skill value; the four action types, and the four outcomes, briefly, but then say that you will explain these in more detail as we play; mention Stress boxes and consequences in passing, but don't bother explaining in detail until someone has actually been attacked.  That should not take more than 15 minutes is you are purposeful and business-like about it.
  • Make sure you have a clear cheat sheet for rules handy, and constantly refer people to it during the game.  If your variation has any particular extras that are important, make sure the cheat sheet describes them.
  • If your setting is in any way not immediately obvious, have at least a one page handout that describes it's major selling points.  
  • Make sure you explain, explicitly, on the first few actions of players, what they are doing.  Say the type of the action out loud ("sounds like you are trying to Create an Advantage, there, that means you are going to create an aspect, or discover one, here is how we do that..."), when the result is figured, say the outcome out loud ("ok, you have a tie on that Create Advantage, that means you don't get an aspect, but you do get a boost").  Use the actual words in the rulebook, and use them consistently.
  • Demonstrate by example!  Have your GM characters roll a Create Advantage as their first action. Compel a situation aspect on a player as early as possible.  Invite a compel on a GM character aspect at the earliest opportunity.  Examples in play, explicitly explained, are much better than any amount of rules explanation before play starts.
  • If you are not actually role-playing within 40 minutes of the start of the convention game, you are pissing off players.  Really and truly, regardless of how much fun you think they are having, they aren't. At least half of them are just angry that they are still talking about rules stuff and creating characters.  40 minutes is probably still too long.
  • For crying out loud, make sure everybody gets the damn spotlight every once in a while!  Jumpin' Jehoshaphat, it makes me so frikkin' angry when I see a player sitting across from me in a convention game and it has been at least 15 minutes since the GM has last asked them what they are doing, or given them a chance for some input.  This is GM'ing 101, my friends, it's an entry-level skill.  If you are worried that you can't keep track, literally play the whole game as one big conflict, going around and around and taking turns, because that is much better than leaving a player out in the cold.  
EDIT: added from comments - here is a rule of thumb for how much time setting and character creation can and should take in any game: no more than 1/8th of the time that will be spent playing.  4 hour game?  No more than 30 minutes.  Four session game?  No more than 1/2 session.  8 session game?  Use a whole session.  Obviously, one session is probably enough for any game, but I could see a long term game of something like Fantasy Hero/Champions needing even more time (although it probably isn't spent in the session).

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!