Preparing rules for Fate Accelerate Fantasy Game

A while ago I proposed the idea in my blog that perhaps D&D professions could be used as Approaches in a Fate Accelerated game (the original blog post is here for anyone interested); since then i’ve been reading a large number of D&D clone games (some better than others), have played an online G+ game using Fate and am currently reading my way through both 13th Age and Legends of Anglerre.
One of the benefits of Fate Accelerated when we used it in my first online G+ game was that it was extremely simple to grasp compared to most RPG rules and meant we didn’t have to spend hours messing around with character genning, fiddling with points or halting play to flip through rules. This simplicity was a great aid when dealing with people playing the game remotely and I wondered if it could be taken further.
I began thinking about whether it would be possible to abstract out the Approaches altogether and use one of the other elements, perhaps Aspects or Stunts, in their place; since Fate has such a thriving online community my first step was to search online and wouldn’t you know it, someone else has already thought of something similar 🙂
The RPG net forum thread I found on my search is here and the file that it lead me to is here; TheMouse has created a tri-fold pamphlet which suggests using just Aspects in Fate, when making a role the player adds up the number of Aspects that apply to the action in question and uses this as a modifier to the role, invoking and compelling works exactly the same as normal.
The pamphlet created by TheMouse doesn’t include provision for Stunts (as outlined) in the Fate Accelerated core book, but I think that the use of Aspects pretty much replaces them (although I may allow players to take a single Stunt that allows them a signature move).
Summary

Okay, so if I use these rules i’ll be looking at the following makeup for the characters.
  • Starting refresh/fate points: 5
  • Attributes
    • High concept: 1 (a summarisation of the character)
    • Trouble: 1 (the main complication in the characters life)
    • Nation: 1 (where the character comes from and what it’s like)
    • Motivation: 2 (things a character wants)
    • Attributes: 3 (describe intrinsic traits of the character)
    • Other: 3 (other things about the character, membership in a group, supernatural powers, etc)
  • Stunt: 1 (a signature move than can be used to do something cool once per session, as detailed in the Fate Accelerated book- costs 1 FP)
  • Stress: 3 boxes
  • Consequences: 3 consequence boxes

Creating a Fate Accelerated Fantasy Game

Having just completed GMing my first G+ online game (a mashup of GTA and the mythos christened Grand Theft Chtulhu, part 1 write-up here and part 2 write-up here) and given that it went quite well, all the players seemed to enjoy it and I certainly had great fun running it despite a few technical difficulties and it being a little challenging to sync all of our RL schedules together.
I always think that a good measure of how much the players have enjoyed a session is whether or not they are keen to come back and play again; given that we managed to organise the second session running only a few days after the first for our last game and that the players were already talking about what we could next, I would judge the endeavour a success thus far. But that did raise the question, what game do we run next?
Originally one of the suggestions for our first game had been to run something set in a fantasy world, but we didn’t use that idea in end, however now we’re potentially talking about doing a more long running campaign using the Google+ hangouts, I think that some sort of epic fantasy campaign could be just the thing we need; plus I am just finishing reading the Fate game ‘Legends of Anglerre’ and, whilst I don’t think i’d run an Anglerre campaign as depicted in the book, it certainly has some great ideas in it that have fired my imagination for running some fantasy.
What sort of fantasy campaign should it be and what should be in it?
I’ve spoken at fairly great length both on this blog and my Youtube Channel about how I am a great fan of games (such as Dungeon World and FATE) that encourage a collaborative approach to world and campaign design, so it should come as no surprise that I want to get the players involved in the decision making from the ground up, nor do I want to restrict us entirely to the traditional westernised version of fantasy; as I put it to my players, “if you want magi-tech and mecha that’s fine as well.”
I’m looking forward to the conversation (which we’re trying to organise on G+ for next week) and intend to post it to my Youtube channel using the Hangouts on Air feature; I might even attempt to use some sort of cutdown version of the yes/no list from Microscope.