Categories
FATE Games

The Jedi mind control is working… on Fate designers

Recently, two different Fate designers have been starting up Star Wars campaigns and discussing how they modify the rules to match.

Rob Donoghue’s take: Shadow of the Sith blank character sheets, completed characters, and rules.

Meanwhile, Mike Olson has been working on a Faith Corps of Rebels for this weekend’s con. Overview, Maintaining Tone, Long Lasting Conditions, and Ships.

Each looks like a fun interpretation, though I don’t know Faith Corps (I haven’t seen the book yet), so I’d probably go for Rob’s take for now. Interestingly, both use a series of defined consequences, rather than Fate Core stress & consequences. I wonder if there’s a reason they both moved toward that design space…

Categories
FATE Games Roleplaying Books

Bulldogs, Fate Core Edition by Galileo Games

Bryan and I discussed the old Bulldogs game in the past, but this new edition was the first time I read through the game myself.

It’s a good setting, with a lot of the Diaspora/Traveler/Firefly feel of tramp freighters crossing the galaxy, trying to make ends meet. The decision to set the game mostly in a balkanized neutral zone between two great powers does a great job of reinforcing the feel of small-fry trying to keep under the radar. Smuggling and the like are a sure result.

The character creation section is good, with another good discussion of Aspects. Alien Species are handled well-they come out as flavorful, but not just stereotypes, with common aspects and species abilities that replace stunts. And the Aliens are pleasantly alien. Sure, there are a few Aliens that are basically humans (with or without scrunchy noses), but space slugs and tripeds are great. Similarly, there’s a nice implementation of Credits and Gear.

The debate around heirachry in ship games is settled in Bulldogs by making the Captain an NPC representative of the company. Everyone has an aspect reflecting their relationship to the captain.

Anyway, rather than lots of detail, I’ll just end with: this game looks great. I’d be happy to play it.

Categories
DnD Games Shop stuff

Big 5e developments: OGL and Dungeon Master’s Guild

About the Dungeon Master’s Guild.
DUNGEON MASTERS GUILD store. It’s also at http://www.dmsguild.com/.

At the GM’s guild, there’s a learn more link.

About the updated OGL & SRD.

Categories
DnD Roleplaying

D&D Season 3: Rage of Demons

A good summary post for character creation this upcoming season: Creating a Rage of Demons character.

The AL Player’s Guide
Pregen PCs
Madness is a big risk this season
The State of Hillsfar
Hillsfar Bonds and Backgrounds
The gods and temples near Hillsfar
Handling Hillsfar (and its Xenophobia) A good article that gestures at ways to incorporate Hillsfar’s racist xenophobia without letting it overwhelm your game or ruin players’ experiences.

Categories
Roleplaying Roleplaying Books

Apocalypse World by Vincent Baker

This was my second read through, with over a year and exposure to several other Powered by the Apocalypse games in the meantime. It made all the difference–probably alongside seeing the new Mad Max movie and listening to discussions about how it would make an excellent AW scenario.

I want to play it now–to the point where I’m considering working on a campaign for it. I’d probably lean a little differently on my sources; it’d probably feature a lot more Canticle of Leibowitz and The Road, since I’m much more a reader than a movie goer.

Interestingly, moves of all kinds and the MC’s role came through solidly; I get, in a way I missed the first time, how the MC acts and how that results in a particular game style. The responsive nature was apparent, but this time the advice about how hard you respond, etc., really came through. (I was looking for it, of course, since it was something I’d felt that I’d lacked the first time around.)

Even Sex Moves, something I’d tittered about before, came clear on the reread. The only thing they really do is affect your history with someone–and the game makes a statement about the characters are affected. For example, the operator picks up his companion as a job to juggle; that’s very different from other playbooks that immediately leap your history (Hx) to +3… or just giving you +1 to your next roll.

A big difference in this go around, I think, was reading the characters not as classes, but as solid chunks of setting. It’s a world with characters like these, where these characters shine…

Categories
FATE Games Games My Game Ideas

King Brion’s Heir deconstructed PCs

I’m going to create the PCs as three “snap together” segments to create a complete character. The idea first came to me when planning out my Spirit of the Century game, but I realized that I’ll work well too for this–and prevent me from falling into “it should follow the novel” expectations. I’ll pass out blank character sheets and

Core Concepts

  • High Concept: The Rightful Heir
  • Trouble: Precious, but still a kid
  • Skill: Empathy +4
  • Stunt: You’d be a fool to cross me: +2 Provoke when overcoming opposition by reminding them that you’ll soon be king.
  • High Concept: Deyrni Duke (or Duchess)
  • Trouble: Reviled by the Church
  • Skill: +4 Deyrni Power
  • Stunt: +2 to Notice Deyrni Power manifestations
  • High Concept: King Brion’s Brother
  • Trouble: Obligations to the Throne
  • Skill: +4 Fight
  • Stunt: Leader of Men: +2 to Rapport with Pages, Squires, and Knights trained at Rhemuth.
  • High Concept: The King’s Confessor
  • Trouble: The Episcopate has many demands
  • Skill: +4 Rapport
  • Stunt: +2 Stealth to avoid the notice of your superiors.
  • High Concept:
  • Trouble:
  • Skill: +4
  • Stunt:

Strong Elements

  • Aspect: Deyrni Halfblood
  • Skills: Lore, Deyrni Power +3
  • Stunt:
  • Aspect: Hidden Deyrni
  • Stunt:
  • Skills: Deceive, Stealth +3
  • Aspect:
  • Stunt:
  • Skills:
  • Aspect:
  • Stunt:
  • Skills:
  • Aspect:
  • Stunt:
  • Skills:
Categories
DnD Fresno Roleplaying

Bookwyrm 2015

I had a nice time at Bookwyrm, though there was a bit more of a “working” feel than the cons of my imagination. The first slot I was backup for walk-ins; I prepped City of Danger, but wasn’t needed. Instead, I got to play in a game of The Queen’s Cavaliers run by the author. It came off very smoothly in the GM’s hands; I was impressed by the level of differentiation between skills, well handled via card references and a quick reference page. There’s enough system that it’d take a while to master, but I enjoyed it quite a bit.

Saturday afternoon, I finally got to play Lady Blackbird with Patrick, Will, and a couple visiting from Southern California. I liked it! I can see why Patrick would like to try the system with a little more time; a con slot was quite rushed, especially with rules explanations.

Sunday morning, I was signed up to play in Jeff’s Dr. Disco vs. The Agents of F.U.N.K.. Unfortunately, we had a bunch of last minute walk-ins, and our “on standby” GM hadn’t played 5e or finished reading the adventure. So I ran instead; a couple (and James) played at the start, but Keith and his son soon joined us.

The first mini adventure’s fight was quite difficult–though, in part, because they approached the tower in small groups, which denied them the chance to power through their foes quickly. They saved the kidnapped boy, but were dropped in the process. Fortunately, the adventure mentioned a pair of guards nearby, who weren’t up to a fight, but could at least treat the wounded.

The second mini adventure was a better story, but the kid was acting out; I think he was frustrated by the first adventure’s finale. (So was I.) So there was a lot of his character spiking the scenario and taunting his dad’s character. A less fun finish to the morning.

The afternoon slot I ran Psi*Run. I had a split of 3 experienced and 3 new players; we did fine. Afterwards, a few players mentioned that their creativity was low since it was the con’s last slot. Still, it was a fun session, and the characters mostly got to ends that their players liked.

All in all, it was a good weekend of gaming. (Though I do look forward to playing an Agent of Funk one on these days!) We were pretty wiped by the end, but enjoyed hopping out to join the organizers afterwards. Before next year we need to decide how to get in gaming; this year, the booth did fine on Saturday (because Jennifer was at it most of the day), but Sunday’s sales were bad because we were both GMing the morning slot, and both played for at least part of the afternoon slot, leaving the table bare. Maybe scheduling an employee to run it for a slot, or just having the table present one day, not both… we need to figure out something for next year.

Categories
Roleplaying

New Blog: Jules Ingame

Jules Ingame a roleplaying blog, nicely written.

Categories
Roleplaying

Cool map trick

Dave Younce originally shared:
I found the next town map for my D&D game thusly:
1) go to https://www.mapbox.com/editor/#style
2) select ‘Pencil’ style
3) find someplace suitable; in this case the NW coast of France somewhere.

This map will stand-in for Leilon in the Forgotten Realms, which has no port but is coastal. Several other features of this little French town make it work well for what I have in mind.

Categories
DnD

New 5e tools

Lots of pregenerated characters
D&D 5E Tools by Leugren