Serpents Fall (Fate Fantasy Campaign) – Character Sheet

After some prompting from one of my future players, i’ve knocked up the character sheet below for my Serpents Fall game.

https://docs.google.com/file/d/0B3N7nFBlEi_7RGcySmQwN2F3V00/edit?usp=sharing

Serpents Fall (Fate Fantasy Campaign) – Finished Handouts

Below are links to the two handouts that I have been working on for the G+ Fate Fantasy game that I am going to be running soon:
***

Ages of the Known World

This contains the rough history of the world through the various ages up to a brief summary of the present day.

***

Character Generation & Nation Handout

This handout contains a brief summary of character generation for the game in addition to a page of suggested general Stunts as well as a write-up of each nation and additional relevant suggestions.

https://docs.google.com/file/d/0B3N7nFBlEi_7MWlwb282MjFYREU/edit?usp=sharing

***


Latest (unfinished) version of player handout for Serpent's Fall Fate Accelerated Fantasy Campaign

This is the latest version of my player handout for my Serpent’s Fall Fate Accelerated Fantasy campaign (beginning soon); please note that this is in no way finished yet nor do I make any claims to own the artwork used in it – this handout is for non-profit purposes only and no challenge is intended to any copyrights.

Fate Fantasy Game : Player Handout – The Ages of the Known World

I’ve been working on a brief history handout for my players about the campaign world for our Fate Swords and Sorcery game; thought i’d post in on here for people to have a look.

Working on map for Fantasy Campaign

I’ve been working on a rough outline map for our forthcoming G+ hangout Fantasy FATE game (although hopefully we’ll soon come up with a snappier name); map is based around an image of Pangea with some additional islands added by myself (unfortunately only had access to MSPaint at the time so until I get to my own computer the quality isn’t great).
I used some of the continental line to suggest borders and erased others, given that the players seemed to like the idea of large nations this map has potentially 6 nations (including the Sword Isles, although I envision them as more of a loose coalition of buccaneers and raiders)- the plan is to fill in the details of the nations with the players input.

Another mechanic I like from 13th Age – Background Traits

As I said in my review of 13th Age the book is chock-full of interesting ideas that can be piked for use in whatever game you may happen to play; i’ve already talked about the escalation dice dice my previous blog post, now i’d like to talk about another interesting mechanic, background traits.

In 13th Age background traits take the place of skills in a more standard D&D game, this background traits can be anything you want, from “queen’s secret assassin”, to “raised by wolves”, “a dwarf with a clockwork heart” or anything else that you can possibly imagine; after creating their traits the player has a number of points to allocate to each, resulting in a modifier against each trait. When it comes to making a test, the player adds the modifiers of any and all background traits to their D20 roll to determine success.
This is quite an interesting mechanic for me and it seems like a hybrid of the more freeform Aspect rules in the Fate system and a more traditional skill system; as someone who is a die-hard fan of the more abstract Fate Accelerated approach to gaming (you can see my original written blog post on Fate Accelerated here and my video review of it here) i’m a great fan of not using more mechanics than necessary, preferring a minimal-crunch approach to my gaming. This is especially true given that i’m current slowly wading into the murky waters of online playing via G+ hangouts and want my players to be able to easily pick up and understand the rules without having to constantly clarify them for the players.
I’ve recently been considering using an Aspect only approach to Fate (as detailed here) but, as has been pointed out to me, that Approach does create a rather huge list of Aspects and involves having to add up the numbers of a lot of Aspects prior to each roll, something which may slow down a game significantly.
Perhaps the solution lies in having a smaller number of freeform Approaches/Traits and giving the characters a number of points to allocate to them (as per the 13th Age rulebook)?
Summary

Using these rules a character would look something like this:
  • Starting refresh/fate points: 5
  • Traits: Character picks 8 Traits (which can be anything), they then receive a number of points (currently i’m thinking 12) that can be allocated between these traits (although no individual trait may be raised above +3 at character gen) 
  • 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
When a character wanted to make a test they would use their highest appropriate Trait and add an additional +1 for every other trait that was applicable.

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.