I was flattered to be ask by theSwamper (of the Youtube RPG brigade) to run a one-off session of fate for himself and Captain Gothnog, theSwamper is going to be running a game of Fate Core next month and is looking to get more of a handle on the rules and so asked if i’d […]
A lot has been made of the fact that Fate is great when you first visualise an end result and then set about creating something using the rules to match your initial vision, rather than jumping straight into the rules and attempting to build something from the ground up, and rightly so, one of the […]
I’m always looking for ways to improve our online Serpents Fall game (and indeed any game that I run), it occurred to me recently that part of the reason that players might not be as on the ball with Self-compels and using Aspects may be (in part or in full) due to them being unaware […]
Video response to sameoldji’s question about the role of the GM in RPGs.
After finishing running the third session of our swords & sorcery Fate Accelerated campaign Serpents Fall last night using Google+ hangouts (video link here) I was having a little feedback chat with the players, which is something I like to do (if possible) at the end of every session (and I encourage my players to message […]
I have decided to trim down the Approaches of vehicles somewhat since I don’t think that all of the standard player Approaches are required; I have decided to go with the following Skills/Approaches: Speed : Representing sailing speed and maneuverability. Used to attack if ramming. Used to defend if attempting to avoid damage via maneuverability. Combat: Representing […]
The below vehicle scale is based on the scale rules from Legends of Anglerre. I was forced to scrap the idea of having no stress boxes, only consequences because I wanted to make the larger scale vehicles more difficult to kill but didn’t want the players/GM to have to track a vast number of additional […]