More one-shots for 2018

I generally don’t go in for New Year’s resolutions very much, in my opinion most of them get broken shortly afterwards so I’ve never really seen the point in enshrining them as a resolution, if you’re going to do something then just do it. That said there are a few things–gaming wise–that I would like to do in 2018:

  • Continue my Westhaven LOTFP campaign: all being well we’ll be doing session 6 of this campaign this weekend, the game has been going well and there’s only been a single PC fatality so far. I’ve recently transferred some of the campaign data onto this site and am very much enjoying my first taste of OSR GM-ing, I’m hoping to keep the campaign going for some time.
  • Start up two Ravenloft 5E campaigns: I’ve been enjoying playing 5E recently as part of the Role with Advantage Facebook community, and it’s inspired me to have a go at running a campaign. I decided to go for a Ravenloft-style campaign, because who doesn’t like gothic horror? Just to put the idea of the game out there and try to generate a bit more interest I “advertised” it on my normal Facebook page as well as my Red Dice Diaries page and in various RP communities that I frequent online, the response was great with more people than I can cram into a single group expressing interest. To accommodate the interested parties I’ve split them into two groups and plan to have two separate groups of adventurers knocking around my version of Ravenloft, each game is only going to run once a month so I’m hoping this should be manageable.
  • Continue playing 5E with RWA: Speaking of Role with Advantage, I’m having great fun playing in some excellent games ran by André Martinez and hope these continue well into the New Year.
  • Run more one-shots in 2018: I’ve always found running low(er) prep one-shots and pick-up games to be enjoying and challenging in equal measures (many of the one-shots I’ve run can be found here on my YouTube channel) but found herding players and the other various bits of admin a real chore that could suck away enthusiasm faster than Dracula sucks down the red stuff. To try and make things a bit easier on myself in 2018 I’ve made a Facebook group featuring people who have played in my games in the recent past and who I have found to be reliable, my hope is that by advertising my games in this group first I’m more likely to get players; of course if that fails to secure enough players then I’ll advertise the remaining places in the usual communities online.
  • Release Storm & Sail: The pirate-fantasy campaign for Fate written by myself and Lloyd Gyan is pretty much ready to go, all the writing is done we’re just waiting for a final few pieces of artwork, after that it’s a few last minute layout tweaks and I should be able to release the PDF onto Drivethru RPG.
  • Release more Fate Thins: I really enjoyed writing and releasing my Fate mini-campaign books as PWYW PDFs on Drivethru, I’m hoping to release some more in 2018.
  • Expand my RPG writing: I’ve been playing several different games over the last year and going into 2018, I’m considering expanding my RPG writing beyond the Fate system, although I think to do so it’d have to be a system that I was really familiar with.

So those are my current roleplaying plans for 2018, let me know what your are in the comments 🙂

Dresden Files Accelerated – The Motor City Files

I recently had the good fortune to be invited to play in a short mini-campaign of Dresden Files Accelerated ran by John Drury of Roll For Your Fate; in case you’re not aware, Dresden Files Accelerated Edition (referred to henceforth as DFAE in this article) is the second game in Jim Butchers Dresdenverse– you can find more info on that here–the first used an early iteration of the Fate Core system and was great fun but was a little clunky in places IMO. DFAE uses the streamlined Accelerated build of the system and has obviously benefited greatly from lessons learned since the original was released.

Continue reading

Storm & Sail: Amended scale rules

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

Storm and Sail: Profession-based rules re-write

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.

Storm & Sails: Reference Document

Okay, so I’ve started the planning for my forthcoming Storm & Sails campaign, I’m currently working on a gazetteer style Google Doc that will contain setting information and character creation for the campaign so that my players can peruse it. Although it is not complete the document can be viewed here:

https://docs.google.com/document/d/1rKn4veeiiylh69GJUmuL8Q_516A6ZEpVj04CngiUto8/edit?usp=sharing

I’ll be updating the document over the next couple of weeks, once it’s complete I’ll be turning it over to my players to get some feedback before we start getting into the serious business of making characters.

New Campaign: Storm & Sail

As you may have read in my previous GM Tips: Campaign Fatigue post, I’m taking a break from running my 3Brothers D&D 5E campaign for a short while; during that break I’m going to be running a finite fantasy mini-campaign (probably about 10 sessions in length). To give me something different to get my teeth into whilst I’m having a break from my 3Brothers game I decided that this game should be more high-fantasy, and having always had a soft-spot for pirate stories and the like decided to make a nautically based campaign.

I plan to be posting updates over the next few weeks as the campaign ideas are fleshed out and then make as much of the setting as possible available as a PDF on this blog, so if you like Fate fantasy or the idea of swashing a buckle on the high seas stay tuned 🙂

In the meantime I’m adding images that are inspiring me for this campaign to my Pinterest account, you can check that out by clicking on the link below:

https://uk.pinterest.com/largejo/pirateage-of-sail-imagery/

All About Aspects: Sci-fi High Concepts

Sci-Fi High Concepts

star-wars-145063_960_720Okay, now we’ve explained the basic formatting in our previous post, we’re going to provide a series of ideas for creating the description, job and twist sections of the high concept for a science-fiction character.

There are lots of different types of science-fiction ranging from hard sci-fi to space opera, post apocalyptic and everything in-between; in this article we’re shooting for a more general science-fiction vibe, but we may cover specific sub-genres in future articles. Continue reading

All about Aspects: Troubles

angry-man-29453_960_720This is the first post of this series dealing with the Trouble aspect in the Fate RPG. The Fate System Reference Document website defines Trouble as:

In addition to a high concept, every character has some sort of trouble aspect that’s a part of his life and story. If your high concept is what or who your character is, your trouble is the answer to a simple question: what complicates your character’s existence?

Most aspects in Fate generally work best if they are a double-edged sword, they have a positive side that you use to justify invokes and a negative side that is used to add complications to a PCs life in the form of compels, although an enterprising player can find ways to invoke their Trouble this aspect should largely be focussed on bringing complications and mischief into the character’s life. Continue reading

All About Aspects: Star Wars Fate II – Force-wielding Boogaloo

After my first post about running Star Wars games using Fate Accelerated Edition I got a great response and it compelled me (see what I did there?) to try and write some of it down as a cohesive document.

I got some great feedback from Sam Dimercurio after showing him the rough version of the document and Wayne Peters was good enough to point out that Scott Wegener, one of the artists on the excellent Atomic Robo had already done some great work with regard to running Star Wars in FAE (you can find his document here: https://docs.google.com/document/d/12C27OiWxnBz5_DanJX6UQceGKHUbPMdBLLin91q5bYk/edit)

Never one to look a gift horse in the mouth I have unashamedly borrowed some of the excellent ideas from Scott’s article and incorporated them into my own version of a FAE Star Wars hack, many thanks go to Scott for making his document available to people on Google+.

In-case it needs to be said, this is a fan hack only, no challenge is intended to any copyrights and nor should it be sold for profit in any way, it’s solely designed to allow people who love FAE to add Star Wars to their Fate games.

You can find my version here:

https://drive.google.com/file/d/0ByVpAo4rxDGuQWVLWUhNNy1DV1E/view?usp=sharing

 

All About Aspects: Star Wars Fate

I’ve had the idea knocking around in my head for a while to combine my love of Star Wars with my love of the Fate RPG, those of you who’ve gamed with me know that I’m a big fan of the FFG Star Wars games, I’ve played in a lot of games and ran some, all of them have been very enjoyable and I love the narrative dice mechanic used in the game.

So why bother using Fate then?

That’s a good question, and for me it stems entirely from a couple of little niggles I have, my first is that character creation in FFG Star Wars is great if you have the books and all the material in-front of you, there’s plenty of options there to keep the crunch-meisters happy but it’s easy enough so that those of us who don’t find looking things up in rule books all the time quite so compelling, can still get along with it. However, if you are a player who doesn’t have the rulebook then things become a little more difficult, it’s a lot more involved to coach people through creating a character, especially if they don’t have the facility of using some of the excellent character generation programs available for the system.

Whereas creating a Fate character is fairly simple (especially if you’re going to use Fate Accelerated like I’m planning to), the rules are available for free online and, for my money, it is a lot more easily accessible and easy on the pocket, although I appreciate that not everyone finds the Fate rules as easy to understand as I did.

Plus I think the high-fantasy, heroic, action vibe of Star Wars would work well with Fate and I’m interested to see how it would work.

Uber Simple Fate Hack

Okay, I’ve looked at a few Star Wars Fate hack and most of them pretty much started laying on additional details and systems to deal with stuff, which is understandable in a sci-fi system with extra tech and cybernetics etc, but it’s not really the simple one-shot vibe that I’m going for so here are my suggestions for a very simple Fate hack.

Aspects

You have 5 aspects as normal, they are as follows:

  • High Concept: as per Fate Accelerated Rulebook
  • Trouble: as per Fate Accelerated Rulebook
  • Species: the characters race, pick one thing the race is good at and something they are bad at, make it clear in the aspect so invokes/compels are clear.

    For example: Wookie – immensely strong and powerful but prone to berserker rages.

  • Planet/System of Origin: Where your character grew up, again pick one thing that people from that place are good at and one thing they are bad at.

    For example: Citizens of the Imperial are excellent at politicking but not used to surviving in primitive environments.

  • Signature equipment: Pick one piece of equipment that is signature gear for your character and again give it one thing it’s good at and one shortcoming.

    For example: My souped up blaster does a lot of damage but it’s prone to over-heating.

Approaches

These are chosen as per the Fate Accelerated Rulebook.

Stunts

Chosen as per the Fate Accelerated Rulebook, if someone wants to be Force-sensitive, then in addition to having their high concept mention it, they must also take a Force-sensitive stunt, this costs the same as a normal stunt and does nothing on its own but gives narrative permission to do things that otherwise would be impossible using the Force, if a character wants to be good at specific applications of Force-powers then they can take other stunts to reflect this.

Player: I want to leap over the gap between the platforms, is that possible?

GM: Normally no, but you do have the Force-sensitive stunt so I’ll allow you to make a roll to jump it.

Player: Can I persuade the storm-trooper that I’m not the person he’s looking for?

GM: Well since you’ve just strutted up to him in a rebel uniform normally no, but you are a Force-user so I’ll let you make a difficult roll to use the Jedi mind trick on him.

What about spaceships and vehicles though?

Spaceships would be genned in a way similar to mooks, they would have a couple of things they’re good at:

My tramp-freighter is a very fast ship with good manoeuvrability.

And a couple of things they’re bad at:

However its weapons aren’t so great and the sensors have only short-range.

When a person in the ship is using systems in an area the ship is good at then get +2 to their rolls, when it’s a system the ship is bad at they get -2 to their rolls.

Ships would have a stress track and consequences similar to characters but would only be affected by weapons on a similar scale to them.

Conclusion

I think this is a fairly simple way to use Fate Accelerated to run a Star Wars game, it looks okay but I’d have to see it in play to test how it really works, I might have a go at running a game with these rules in a few weeks time.


 

Circuit board tree image designed by Mastermindsro, you can see the full design here.