Categories
FATE Games

Tagging and Compelling Scene Aspects

A great exchange (though long) about how and when you can/should apply location aspects. (From the FATE mailing list.) The following is my nickle summation, though the whole dialogue is an excellent one.

  • Compel a scene aspect when: It complicates the narrative in an interesting way.
  • Apply difficulties due to the situation when: Players are already invested in the scene, or an obstacle affects all sides equally.
  • Ignore mechanical penalties when: Failure doesn’t advance the plot interestingly. Rolling against a boring obstacle doesn’t do much for the story; move on to describing how it slowed/impeded their efforts but get on with the story.

Here’s the thread. Lenny is responding to a general question about scene aspects and difficulties:

As a player or GM, you can tag a scene aspect to give yourself a bonus or to compel for effect. On one level, that’s mainly about simplicity; SotC has a fair amount of crunch to it already if you use every rule in the book. So “penalties” are always positively facing; they’re bonuses for the person who’s going to roll against you or for the obstacle that you face. Ultimately, if there’s no resistance, then failure isn’t particularly interesting, and hence it doesn’t matter.

Categories
FATE Games

Communal Setting Building after the Apocolypse

From the mailing list‘s Morgan Ellis:

Here’s the Con Guide Blurb:
Eons ago the world was sundered in a great cataclysm, the cause of which can never now be known. Humanity’s civilization was cast in ruins. In its place lies The Shattered Earth! A world of savagery, mutation, super science, and sorcery. But a few heroes still fight for freedom and justice against the forces of evil in a world gone mad.

Since Mike brought up my setting creation here is the way that I do it. Firstly I have sheet of a few Macro Setting Aspects that can be tagged at any time, and as usual the first one is free. Since the Shattered Earth setting is based heavily on 70s Post-Apocalyptic comic books I really want to make sure that feel comes across in play.

Shattered Earth Universal Aspects:
-Comic Book Panels
-Splash Pages
-Kirby Dots
-Catch Phrases!
-World in Ruin
-Familiar made Fantastic

I start the game with opening the Shattered Earth comic book and seeing six panels one for each of the Player Characters. I go around the table and ask What does your character look like and how are they traveling across the Wasteland of Shattered Earth? Then there is a rise in the Wasteland landscape and as they come over the rise page is turned to reveal the first part of the Setting Creation:
The Monument So I ask the players to name a Monument or Landmark that might still be around hundreds or thousands of years after the Apocalypse. I only have two caveats No Statue of Liberty, it’s been done too many times already, and has to be something that someone from this time would be likely to recognize.

So the players shout out different Monuments, and one of them starts to stand out and the players get excited about it. On my Setting Sheet I have space for two Aspects for the Monument. Once the players and I agree on the Monument I write it down on the sheet. Then for the second aspect I ask what is Post-Apocalyptic about the Monument. The players again throw out stuff and when a cool Post-Apocalyptic Aspect is agreed on then it gets written down. Presto two more Setting Aspects. Once the Monument’s been decided next up is:
The Menace Two more spaces for Aspects defining the danger that surrounds the Monument. I as the players what the Menace should be and usually it flows from the location, and post-apocalyptic nature of the Monument. For instance the Lincoln Memorial and the Swamp Delta that had flooded Washington DC, had the Pirates of the Potomac and Underground Cult as the Menace. The ready to launch Space Needle in the Emerald Jungle of Seattle, had Starbuck the Seattle Warlord and his Highly Caffeinated Super Soldiers. But it can be as simple and generic as something like Cannibal Mutant Raiders. Once the Menace has been created and the next step is:
The McGuffin This is the reason the Player Characters are traveling to the Monument and/or what they’re likely to find when they get there. Free the Slaves, learn the Teachings of a Wise Prophet, find the Solar Scepter, discover an Ancient Cache of Knowledge, or some Forgotten Technology. All of these can be one of the two McGuffin Aspects. Mainly it gives
the players something to focus on besides just beating up on the Menace.

The last six Aspects are the for the Environment and Post Apocalyptic Touches. These are Setting Aspects that help to define additional parts of the game. Environment Aspects are things like strange monsters, mutated flora and fauna, and other hazards of the Shattered Earth. While the Post-Apocalyptic Touches are all about injecting all those strange and wonderful possibilities into the setting.

Once it’s all done I’ve got a sheet of 18 Setting Aspects for that particular game of Spirit of the Shattered Earth, and the location and basic outline of a game and all the Post Apocalyptic madness I can handle. The best part is that almost of it comes straight from the players.

Followed up later with:
How do Universal Aspects work differently from regular aspects though? Are they like aspects anyone can tag or anyone can be compelled for?

Yep they’re just Aspects that anyone can tag or compel, but they’re specifically for that game and the setting rather then for a character. I leave the filled in Setting Sheet right there on the table, those aspects are free for anyone to use, then once they’ve been used I put a check next to them, after that it costs a fate point to tag them.

Probably the best way to think of them is as the Aspects for the Shattered Earth Comic Book Series and for that particular Issue or Game session. If you think of them in terms of Pulp Novels and Movies; Universal/Setting Aspects are the things that will likely show up in a given Pulp Series, and for that Novel/Movie/ etc. in particular.

For instance the Indiana Jones series might have ‘Redline Airways’ as a Setting Aspect to explain the travel sequences where a red line travels across a sepia toned map with superimposed images of various planes and other modes of travel to get the heroes from point A to far off exotic point B.

Categories
DnD FATE Games Roleplaying

Random gaming update

D&D:
Make a 4e Druid from a Fey Pact Warlock.
Earthdawn is being released as a 4e world setting
Mount clarifications
Chatty reports on the new catalog spilling that Players Handbook 2 will include Druid, Barbarian, Sorcerer, and Bard classes (eight in all). New races will include the gnome, the half-orc, and the Goliath.

Fate/SotC:
Starblazer Adventures is preordering.
Triple Ace Games is a Pulp RPG publisher.
Actual Play of SotC:
The Revenge of Zombie Kong and the Lightning Zombies
Hadrian Helm and Johnny Stripes vs. the Evil Earth
Spirit of the Century presents: Revenge of the Tyrian Deathlord!
Centurion Science Heroes vs. the Murder Nation

General:
Tailoring the plot obstacles to the PCs is an Eigen plot
The Extraordinary Adventures of Baron Munchausen is returning to print. (It’s supposed to be a lot like a freeform version of Once upon a Time.)
Advice on pacing: one of the hardest things to get right in a game.

Random Acts of Senseless Violence is supposed to be an excellent and disturbing book by Jack Womack. (It’s hard to find– the library doesn’t have it.)

Chris points to good advice from Lester Chan to ensure that you don’t fill up your wordpress revision table.

This is a great example of humility over on Rhubarb Pie.

Categories
FATE Games Roleplaying

SotC advice from the Combat Tips for New GM thread

Late Addition: Action Scenery (pdf) from Amagi Games perfectly complements the original article below.

From the Fate RPG group recent posts from the post Combat Tips for New GM and its responses.

Work in Maneuvers, Aspects, and use Blocks for more engaging conflicts. Examples:
Combat Maneuvers: Blinding and Choking gas grenades, villains with disarming whip attacks, etc.
Temporary Aspects: Off-Balance. Reeling. Blinded. Distracted. Screaming! On Fire (good one to compel), Distracted (Good use of Deceit to boost a combat action), Buried under rubble (who says you have to limit attacks to people).
Blocks: For example, you have a mobster and some goons stealing a treasure from the museum opening, maybe the goons use machine gun fire to lay down a block to keep anyone in the crowd from interfering. Also remember that non combat skills can certainly be used IN COMBAT. (Intimidate is an obvious one. If a player can get to a phone, I’d see contacting as being just as valid)

From the wiki: Combat and Tactics and Faster Conflicts.

Use Zones and write aspects on the map directly.

Goals: The trick to more interesting combat is to have the goal of the antagonists not to beat the players into submission. Their goal should be to steal something. Or to take someone hostage. Or to distract them while the doomsday device is activated. Etc. etc.

The key to making the fight less static and swing/miss, swing/hit is to have something at stake outside of who can take more abuse. If the goons are trying to get away with the U.S. constitution, you can set up situations where the characters could use overkill force to stop them, but ONLY at risk
of the parchment itself. (What a conundrum) You can have clever shell game tactics. You can have traps. Vehicle chases. etc, etc. In general just beating the players shouldn’t be an NPC goal, just because it’s not so exciting.

Reducing Fate points can also increase tension.

Off Topic: Starblazer Adventures, using the same FATE 3 engine as Spirit of the Century, is off to press. There’s a long preview at the link.

Categories
FATE Games

Cool Initiative Idea

Bruce Brown had a great idea on the FATE list for initiative.

The theory goes that GM calls out the adjectives on the ladder in descending order. Players can then use any skill that matches or exceeds that at any point during the round.

Categories
FATE Games

Talky and scientific characters in SotC fights

These mailing list posts about Spirit are pretty inspiring for non-traditional fights. Every Skill Is Useful In Combat (Was: Re: manging significant ability discrepancies within the party). Fred Hicks writes:

Skills really break down into three types: talky, thinky, and fighty.

Fighty, you’re already set in a fight. So let’s move on to “talky”.

In my opinion, in SOTC, the most powerful skill is Rapport. It’s vastly flexible, and unless your character is gagged, you can always use it. Combine it with the Blather stunt and you can pretty much /paralyze/ opponents during a fight — or at least leave them too confused to decide to attack /you/ — by creatively running your mouth.

Categories
FATE Games Roleplaying

Advice for Spirit of the Century

[Updated to add: Landon’s advice on picking Aspects to ensure characters have Description, Connections, Story, and Situation.]

Though the advice applies to just about any Pulp game that has a strongly supportive system.

This is all quoted from Roger’s post on the Yahoo FateRPG list:

Categories
FATE Games Misc

From the depths of the net

An interesting LJ: Redcoast

The Care And Feeding Of Your Game Group
Good guidelines for creating new stunts in Spirit of the Century.
Interesting way of doing movement and travel in RPGs.

Funky/cute gift idea: famous people finger puppets
Interesting sounding play/series– August William’s Fences

Feminist Sci-fi book recommendations.

Books from/about the Islamic world–
“The Bookseller of Kabul” by Asne Seierstad
“Zoya’s Story: An Afghan Woman’s Struggle for Freedom” by Zoya with John Follain and Rita Cristofari
“In Search of Fatima: A Palestinian Story” by Ghada Karmi
“Honor Lost: Love and Death in Modern-Day Jordan” by Norma Khouri
“Infidel” by Ayaan Hirsi Ali.

Categories
FATE Games Roleplaying

Recent roleplaying finds

On playing the Cleric: A good discussion about why people do and don’t enjoy it.
John Kim’s Spirit of Serenity: one and two (Spirit of the Century crossed with the Firefly universe, one shot.)
Dreamation interview w/ Vincent, a Sons of Kryos podcast.
Good Afraid guide and Actual Play. (Afraid is a horror sequel to Dogs in the Vineyard.)
New Horizon Q&A. (New Horizon is the first Spirit of the Century supplement, about people marginalized in traditional pulps.)
Roleplaying fun with kids. A thread I link to all the time.
James Wallis’s page
IPR’s retailer’s page