If you accept the complication then you receive a fate point and the scene plays out as any other scene in the game, if you don’t except it then not only do you not get a fate point but you actually have to pay one to avoid it. Aspects are a great way of building a narrative around a character and of steering plot towards what you (as a player) find interesting, since, as a storyteller if one of my players has “best gunslinger in the west” then I know they’re interested in high-action gunfights and it’s in my best interest to include some in the game.
One of the mechanics that I did like was that a short sentence is used as a character descriptor that takes this form: “I am adjective noun who verbs.”
So how would that work?
For example: “I am a quick pirate who is captain of the ship, the Crimson Dagger.“
This character would get +0 on all approaches besides sneaky (one which he would receive a +2), could invoke/have compelled the concept of thief as per the normal rules and would have a stunt that allowed them to gain a +2 when striking from the shadows.
This isn’t a 100% foolproof or completely defined method at present, but I certainly think that it has potential.
- Some players had difficult thinking up suitable powers or working out how to frame them within the rules system.
Greater familiarity with the rules would help here and perhaps creating a list of example powers would have given them a good starting point.
- There was some trouble with thinking of reasonable ways to link the different characters together using the ‘three phase method’ listed in the Fate Core rulebook.
Perhaps toning down the number of phases to just having a starting story/phase for each character and then allowing them to come up with their Aspects in a more freestyle manner; although doing this would then require a different method of linking the characters together.
- Stunt creation caused some notable pauses as the players struggled slightly with deciding on what they wanted their stunts to do.
The example stunts listed in the Fate Core book helped in this regard as did referring back to the characters core concept.
- Give the less experiences players someone easily recognisable that can be used to give them easy entry into their first tabletop session.
- Facilitate this with a rules system that is easy to pick up and understand.
- Add some additional elements to make the game more interesting that a standard computer game and to show how versatile and imaginative tabletop roleplaying can be.
- Run a game that is fast-paced and exciting so that it encourages the guys to come back for more.
- Don’t get bogged down in minutiae since this is our first attempt at a G+ online roleplaying game.
- Underworld/criminal involvement
- Trying to climb to the top of the heap
- An unfortunate event (normally a betrayal) motivating the character to climb the criminal ladder
- Fictional city (in this case I have named the city Arkham and am using a map from the Chaosium Cthulhu supplement of the same name)
- Crime families
- Names and places.
- Some of the more iconic mythos creatures.
- Evil and mysterious cults.
- Strange tomes and forbidden icons.
- The Innsmouth Look.
- Rundrig – Dwarf fighter – Come from a loud and proud family of warriors who have helped guard their dwarven mountain hold since memory began, his ancient axe has been handed down from father to son for many, many years. A few years before the game began, Rundrig freed Sistranalle from orcish slavers, allowing the elven bard to advise the barbarian Priscilla (saving her life); Rundrig considers that she owes him a life-debt although the barbarian woman does not agree, however the dwarf has sworn to protect the human wizard Xenos and worries about the abilities of Durga and Sistranalle to survive in the harsh environments where warriors such as himself tread.
- Xeno – Human wizard – A sharp eye, wild haired human who comes from a mysterious land rules by powerful mages that lies somewhere across the western sea, knowledge of it having faded into myth and legend; not satisfied with the religious zealotry that his people head as a central tenant of their magics and outcast for his belief in magic as a science, Xeno fled eastwards to the known world. His arcane powers lead him to Priscilla, a vision of a shadow dragon and the girl telling him that she would play some pivotal role in the future of the world.
- Jack – Human thief – A mysterious figure shrouded in mystery, the shifty thief tells contradicting stories of his background and wears the talismans of many gods hanging around his neck; working for Xeno he has stolen many things and arcane baubles for the wizard, including what seemed to be a roughly hewn jewel from the barbarian woman Priscilla, but that the human wizard Xeno knew to be a fossilised dragon egg.
- Durga – Dwarf cleric – The older dwarf cleric has a sadness in his eyes and seems to carry the weight of the world on his shoulders; a follower of the Dwarf Father, god of honourable combat and conquest through strength of arms he places less value on upbringing or race and more on actions and deeds. Distrustful of Xeno and anyone who doesn’t believe in the power of the deities he none-the-less admires Priscilla’s strength and sees his attempts to convert her as a test worthy of his skills.
- Sistranalle – Elf bard – One of the rare elves enamoured of the lives of the younger races, who chose to stay behind when his people sailed westwards across the sea to the mythic lands beyond human knowledge, Sistranalle finds beauty in the chaotically short lives of the younger races and, after being freed from orcish slavers by Rundrig and helped Priscilla escape from a desert basilisk he has set himself the task of chronicling her (mis)adventures. Delighted to have met the famous fighter Rudrig (who he had sung many ballads about), the elf has a friendly rivalry with the dwarf cleric Durga who, he thinks, takes life far too seriously; he accompanies the band playing ballads and histories on the mandalin that his father left behind as a memory of him.
- Priscilla the Triumphant – Human barbarian – A warrior from the icy northern wastes who travelled south, forsaking her tribe, when a new chief took over and outlawed women fighting alongside their men-folk; this did not sit well with Priscilla and she travelled south, reasoning that she could make a legend of herself in the soft southern lands beyond the deserts. She finds many of her new companions ways bewildering, especially Durga and his (amusing) attempts to convert her, she has appointed herself protector of Jack, knowing that the thief will eventually slip up and get himself in trouble; although unwilling to admit it she is flattered by Sistranalle’s attentions and sees in him someone who shares her thirst for glory.
All of these characters were created using the basic rules (including the names and epithets chosen) and by spending a bit of time chatting about the world elements connected with them; it probably took about half an hour in all, if that, to get ready to play.