Love them or hate them, random charts and tables have a long history in RPGs, whether it be to determine wilderness encounters, a random bauble gained at character gen or any number of other potential things. Continue reading
I’ve been thinking a fair bit about skill lists, Approaches and Professions in the Fate system, in preparing my Storm & Sail game (starting next weekend) I’ve decided to go with a Profession based system, but it has got me thinking about just how many skills are actually needed in a Fate game; if you love the current amount of skills that’s grand, I’ve no problems with that, but this post probably isn’t really aimed at you.
Recently my wife Hannah has been running a game using Aspect only fate, essentially the skill rating you add to your dice rolls comes from the number of aspects you have that are applicable.
For example: If you had “Best gunslinger in the county” and “Quick on the draw” as aspects and found yourself in a shoot-out then you could claim +2 as your skill level, one rank per applicable aspect.
This system seems to be working really well at the moment although it does involve a bit of adjudication as to what aspects are applicable in certain situations, and having players who aren’t going to attempt to manipulate the system to get the best rolls in any and all situations; very similar to some of the potential issues that Fate Accelerated can face depending on the level of player buy-in to the spirit of the system.
It also got me thinking about the World of Darkness series of games where attributes are organised into three categories, physical, mental and social, I started thinking about whether or not these three “stats” could be used to replace the existing skill list, and I believe that they could be. Those three labels cover pretty much all situations that I can think of, trying to be diplomatic with somone, roll social, trying to recall ancient lore, roll mental, fighting a pirate, roll physical.
Now I can hear some people complaining and saying that there wouldn’t be much variety using this system, however I think this is where the stunt system can more than adequately pick up that slack, you want to play a character who is more dexterous then brawny, then take a stunt or two that benefit you in those sort of situations, and vice-versa if you want to be the brutal but clumsy barbarian. Although it might be worth the GM being a being more lenient with the situations that stunts can apply to.
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Discussing situational aspects in a little more detail.
Check out this episode!
In this episode we continue to explore running the game, looking at the GMs role in game creation:
Or you can listen to the audio version below:
Following a request from one of my viewers/listeners I’ve been looking into how I could make my Matters of Fate podcasts available on iTunes; good news is that I’ve now submitted it to the iStore and you can find the episodes here.
In this episode of Matters of Fate we look at three methods of resolving tests with a little more detail than the standard overcome rolls.
James Branch asked whether I could do a video on aspects granting narrative permission or justification for certain actions, here’s my take on it.
Fantastic Dimensions asked whether I could discuss Fate compels in more detail, happy to oblige 🙂
As promised here is the video version of our sixth episode in this series where we discuss the default actions in Fate.
In this video we take a look at skills in Fate Core and how Stunts can be constructed and used.
You can also access the audio only version of the file here.
The Fate Core SRD can be accessed by clicking here.