Recently I’ve been thinking about a simple way to represent scale/differently sized vessels in my Storm & Sail game; I didn’t want to make it too complex, you can see the rules I arrived at in full in the rules google doc:
https://docs.google.com/document/d/1g-LA9GQUJUZm4JqGlb7cioOd4erEcs_QvmlIDwEXIHE/edit?usp=sharing Continue reading
As you may know I’m preparing to run a pirate-style fantasy game using a version of the Fate rules that I have compiled, taking inspiration from several different sources. I’ve also been experimenting with the free version of Xsplit in an attempt to make the game more visual for those watching it and as a helpful aid to my players, I’m pretty happy with the layout I’ve now got and have uploaded a small video test of it (you can see this by clicking on the video link below).
Features I intend to use via Xsplit for this game:
- Changeable backdrop images.
- Gold coins as fate tokens that can be moved.
- Screen capture of the players with their fate points below them and their characters name and aspects above them.
- Overlay-able map of the New World.
- I also have a second screen set up that can function as a whiteboard.
As those of you who read my blog will be aware I am currently preparing for a fantasy-Fate I am planning to start in a couple of weeks that will take place in a setting (very) loosely inspired by the Carribean in the 18th Century.
Up until recently I was writing the rules for the game and merrily looking at subsystems for scale, vehicles and all manner of things and slapping them into the Google Doc that I was writing, then it occurred to me that the more I was adding the less and less the game was resembling the elegant simplicity of the base Fate system and was turning into something far crunchier. Now that’s fine if you like crunchier rules (and if you do version 1 of the rules I wrote is here), but it’s not really my bag, one of the things I love about Fate is how versatile the basic rules system is and I generally prefer to stick closely to it. This left me with something of a dilemna, I wanted to have vehicles of different sizes and two magic systems, so how could I include them and keep the game simple.
It was at this point I turned to a game that has rapidly become my Fate crisis-bible, and that is Jadepunk by Re-Roll Productions; I ran a campaign of this game a short while ago (you can see the videos here) and thoroughly enjoyed it, I remain impressed by how thoroughly the designers managed to get across their vision of their gameworld whilst at the same time avoiding the trap of just adding a buttload of new rules to the Fate system. One of the things I loved about this system was that instead of skills the characters had ratings in six professions that they used for their various rolls, so I decided to use this as inspiration for my campaign.
I also decided to keep the names of the two magic systems but trim down the mechanics in the extreme, concentrating more on what they bought to the game fiction.
You can check out the documents I’m working on by clicking the links below:
I plan to continue updating them as necessary until the beginning of the game, the rules are mostly done but the background will be reworked and expanded at a later date.
I review the latest Jade Punk supplement from Re-Roll Productions, written by Jacob Possin it deals with the mysterious, and long believed mythical, black jade.
We have a brief chat about our recently concluded Jadepunk campaign:
Since my Skyless City Jadepunk campaign has now come to a close I wanted to make all of the notes I made and used within the campaign available to people to have a look at so you can see how I prepare a campaign and in-case there is anything of use for people in there.
A zip file containing all the notes can be found here:
Please note: During the game some of my notes were stored on dropbox and some (such as the newletters, etc) were stored on my Google Drive; now the game has finished I have zipped these files and put the zip file on Google Drive, previous links to my Jadepunk files will no longer function.
These notes are in the same state they were when the campaign finished, some were for plotlines never used or developed in a different way in play, but I hope you’ll still find them interesting.
In my third vlog I rambled about the close of my Jadepunk campaign, Star Wars Tides of Change, LARP and Thashif’s forthcoming Dresden Files game:
My second weekly vlog is now uploaded to the Youtube channel (a little bit later than planned):
As I film more of these I’ll be added them to the playlist page.
With BrigadeCon 2015 I started to watch a few more videos live on Youtube as they were being recorded, unfortunately I don’t get as much time to do so as I’d like but I enjoyed using the live-chat feature on the videos I was watching.
For those of you who aren’t aware of the live-chat feature it allows you to chat with other people who are watching the same video whilst it is playing.
Now I’ve never been able to actually get this to work on my own live actual-plays, however TheRogueDM was kind enough to show me how to do it, apparently I needed to set up my live events in Youtube directly rather than through Google+ as I had been doing previously; this seemed a little weird to me but I’ve got used to the various quirks of the Google+/Youtube relationship so I gave it a try in a test hangout with TheRogueDM and it worked absolutely fine.
I’ve reset my next Jadepunk event to make use of this feature, you can find a link to that down below:
I also enjoyed being part of the live-chat during TheRogueDM‘s WFRP campaign which I played in last night, you can see the actual play video of the session below:
At the start of the game there was a scene that my character was not involved in, it was great to be able to chat to the audience about what was going on in the game and see what people were thinking of our characters; having the live-chat in a seperate pop-up box made it really easy to reference during quiet moments.
I’m a massive fan of getting feedback on my games from people, so this is something I definitely plan to use in my own games going forward.
My players and I have recently been discussing the speed of advancement in our Jadepunk campaign; we’d reached that level where the players were routinely thrashing all but the most ridiculously potent of opponents and passing most tests without need of recourse to Fate Points.