Tabletop RPG Catch All

fogrob wrote:

If I can gather up at least 4 people, I'll run a DCC funnel this Saturday, over Google hangouts, at 7pm central. If you're interested, just let me know on the G+ post here.

I'm game for it, although I am fairly certain I haven't played it before. I wasn't able to comment on the G+ thread although you are in my circles... Don't know what's up.

Maybe because I posted it in the DCC community page? So with you, I have 2 confirmed. If I can get two more by 5, it'll be a go.
Don't worry about not knowing the game. I'm running a funnel, which is super beginner friendly.

No luck gathering enough. I'll try again next month.

I am MCing Monsterhearts for the first time today. Excited to see how it's going to work out. Scene setting and trust building skills are paramount to get any sort of intimacy out of a single session. Decided to set it in the late 90s, as myself and most of the group was teens then, but I'm still thinking about the setting. Instincts go towards a Sunnydale stand-in, but let's see if we can come up with something more interesting.

It's weird to try and keep your preparation down to minimum as you're not supposed to pre-plan any of the story beyond home room - party - fight - disappearance.

So Monsterhearts did exactly what it promised: we watched sexy people ruin their lives. Enormously satisfying arcs for all three characters, all the horror, sexual tension and awkwardness delivered in large quantities. It plain works thanks to very good mechanics.

It is very allergic to trust in the group, as the characters will go at each other's throats and very messy love/sex/trust triangles will happen. Make sure everybody understands what they're getting into. Themes ran into very dark places, as well, but thanks to the great players in the group and our good chemistry, it all felt just the right kind of wrong and awkward.

I haven't played anything like this before and would definitely play again.

That matches my experience of MonsterHearts, too.

I'm not sure I'd describe it as "allergic to trust in the group", quite. It's just that all the characters have a selection of tools to mess with other people (which includes the other PCs). And when you have the tools...

Has anyone played any of the FATE games? I'm looking into Spirit of the Century, specifically, and I'm wondering about how much a player needs to know before making a character. There seem to be a lot of Stunts, and I'm worried that inviting new-ish roleplayers to read 50 pages of skills and stunts will cause them to self-select out of the game. Would it be better to just let them scan the Stunts for their top 3 skills or something similar?

I'm also interested in any suggestions people might have about character creation in general. Has anyone gone through group character creation with SotC (or any other FATE game) before?

Feegle wrote:

Has anyone played any of the FATE games? I'm looking into Spirit of the Century, specifically, and I'm wondering about how much a player needs to know before making a character. There seem to be a lot of Stunts, and I'm worried that inviting new-ish roleplayers to read 50 pages of skills and stunts will cause them to self-select out of the game. Would it be better to just let them scan the Stunts for their top 3 skills or something similar?

I'm also interested in any suggestions people might have about character creation in general. Has anyone gone through group character creation with SotC (or any other FATE game) before?

I've done several different FATE games. It is my groups go to system if nothing else can be decided on.

Diaspora, Bulldogs!, Strands of FATE were in the past, I'm wrapping up a game of Wild Blue and Camelot Trigger.

I'm out and about, but I can put in more in a couple of hours. Other than what you have for questions, did you have anything else in specific you wanted to know more about? Or just general stuff?

athros wrote:

I'm out and about, but I can put in more in a couple of hours. Other than what you have for questions, did you have anything else in specific you wanted to know more about? Or just general stuff?

Well, here's my situation. I'm looking for a game that can just be picked up and run whenever we can get two or three people together. To that end, I plan to invite half a dozen people to a character creation session and have everyone make a character. Then, depending on who's available for a given date, we can pick up and run a game with only a few players.

Within the half-dozen, I've got some RPG vets, some RPG novices, and no one who has ever played with FATE before. For the time being, what I'm really focused on is making sure that character creation is straightforward and approachable, especially for those players for whom storytelling is a little more challenging. One suggestion I've found online is to ask players to do phases 1-3 before they arrive (For Spirit of the Century, that's Name, Childhood, Great War, and "Novel" (a notable adventure), which comes out to a total of 6 aspects.)

I may ask you later (after character creation is done) about how to put together a decent game - I'm used to heavy prep and games that last several months, and that's antithetical to FATE, from what I understand. I'm really going to have to up my improv skills to make this successful.

Spirit of the Century is unfortunately several iterations of Fate (no longer all caps) old. A lot of refinement has gone into things. The number of stunts, fate points, and aspects everyone gets is now reduced, making things much simpler. Also, stunts in general are much more straight forward. Rob Donoghue, who wrote the skills and stunts stuff in SotC has since said the way they did it was a mistake. I'd actually recommend taking the setting stuff from SotC if that is what appeals to you and picking up the pay what you want, even free, Fate Core from rpgnow.com to get the modern version of the system.

You might want to take a look at the recent Fate Accelerated Edition and its big brother Fate Core. They're available as pay-what-you-want PDFs from RPGnow. Both of them, especially FAE, are somewhat streamlined and cleaned up from earlier versions like SOTC. (The history of Fate editions is a bit complicated, but basically SOTC is considered to be Fate 2.0, while FAE/Core are Fate 3.0.)

I've picked up Fate Core from Evil Hat at the same time as I bought SotC, but I hadn't really looked at it that much. It's easier, you say? I'll have to have a quick look. Is there anything setting-specific to SotC that isn't in Fate Core? (I'm thinking of skills that are setting specific, for example.)

I've run a Diaspora game (which uses Fate), and a Dresden Files game (which also uses Fate). The system itself is pretty streamlined.

Feegle wrote:

I've picked up Fate Core from Evil Hat at the same time as I bought SotC, but I hadn't really looked at it that much. It's easier, you say? I'll have to have a quick look. Is there anything setting-specific to SotC that isn't in Fate Core? (I'm thinking of skills that are setting specific, for example.)

I haven't double-checked, but I imagine that the SotC book probably has quite a bit of setting-specific mechanical stuff, since Fate games usually customize most verbosely via the skills and stunts. Character creation is slightly different, which may or may not be an issue if some players have started creating characters. Fate is flexible enough that I imagine you should be able to run the setting entirely via the Core rules, even if a couple of skills end up missing. A new Core-version of SotC is in the works.

The important stuff, mechanically, is probably going to be things like the stress tracks and how many skills or attributes the characters have.

Added: Also, if you're looking for general DM-ing advice, read chapters 8 and 9 of the Fate Core book, since they specifically discuss prep, no-prep and stuff you can use to organize on the fly.

Disclaimer: I'm one guy, with one set of experiences (and a lot of playing FATE, but still). Your milage may vary.

Feegle wrote:

Well, here's my situation. I'm looking for a game that can just be picked up and run whenever we can get two or three people together. To that end, I plan to invite half a dozen people to a character creation session and have everyone make a character. Then, depending on who's available for a given date, we can pick up and run a game with only a few players.

Sounds like a great plan!

Feegle wrote:

Within the half-dozen, I've got some RPG vets, some RPG novices, and no one who has ever played with FATE before. For the time being, what I'm really focused on is making sure that character creation is straightforward and approachable, especially for those players for whom storytelling is a little more challenging. One suggestion I've found online is to ask players to do phases 1-3 before they arrive (For Spirit of the Century, that's Name, Childhood, Great War, and "Novel" (a notable adventure), which comes out to a total of 6 aspects.)

First: I'm not really familiar with SotC, so this is going to be more general advice. I have Strange Tales of the Century (pre-release) from the FATE Core Kickstarter, but not Spirit of the Century, and Shadow of the Century isn't out quite yet.

Big things to focus on with Aspects: be sure they're awesome, and relevant to the character. I'd honestly have them do Name and Childhood, and then leave the rest to the character creation session. Let the group collaborate on the Aspects. You may be surprised at how any links will form between characters during that (I often was - I had a group tie itself together so tightly, all I had to do was threaten one of their families, and they'd go haring off on adventure - a real change from the poor, benighted orphans of D&D and the like). Be sure they understand what an Aspect is, and what it does.

Here's a link I used on a few of the newer FATE players I had - Playing with FATE. Focuses on Strands of FATE, but it really helped the guys who read it.

Remember: with Aspects, players are telling you what they want to focus on and see in a game. Telling your players that might help them make better Aspects.

When they're done with Aspects, I usually talk about the broader effects of stunts first. Stunts can give a bonus to the final roll (Hard to Shake: FATE Core p. 107) and stunts can give specific ability (One Person, Many Faces: FATE Core p. 104). I'd cherry pick some examples of stunts from the SotC book to keep the flavor.

Once they have a basic understanding, I'd ask them - "What are your 3 top skills/Aspects?" and then give them the example stunts from those skills (if SotC ties them to skills). Stunts are a way for them to differentiate their Great Firearms from another players Great Firearms. Maybe they're a Quick Draw Gunslinger (If they are going to shoot first, they always get to shoot first) or a Patient Sniper (+1 for every round they sit and aim). Give them solid examples, and don't be afraid to help them build their own stunts. Let them use their stunts to show more about what they want to do in this game, and differentiate their character.

When all that's done, I'd share the characters around the table. Let everyone see everyone else's character. It might give ideas for refinement, ideas for more tie ins, even ideas for better stunts.

Finally, have some sample combats, go over consequences, stress tracks, taken out, zones and the like.

Feegle wrote:

I may ask you later (after character creation is done) about how to put together a decent game - I'm used to heavy prep and games that last several months, and that's antithetical to FATE, from what I understand. I'm really going to have to up my improv skills to make this successful.

I used to be a prep heavy GM before FATE (and Apocalypse World). Seriously - ever looked at Stars Without Number? It makes my inner planner cackle with glee. A stripped down, sandbox sci-fi. Anyway, *cough*, moving on...

Prep heavy is ok with FATE - it can work, and it will likely work for the first 3-5 sessions depending on the amount of familiarity with FATE the players have.

I usually plan out the first 3 sessions - plot, basic maps, diagrams etc etc etc - after that, my players are usually telling me what they want to do. I try to keep it in a framework of some type which gives me the ability to keep it somewhat focused, and have something to throw at the players if they hit a slump (if nothing else: Ninjas/Pirates/Cyborgs through the window!). That keeps my inner planner sated enough for me to improv. It also gives me organizations to work with so I have things I can throw at the players that make sense in context.

As for longevity, my group wrapped up a 1 year Diaspora campaign last month, with a year-long Bulldogs! game before that, so often I laugh at those arguments. I haven't had anything last longer than a year, barring a freakish V:tM game that was every week (Friday night, no holidays), just shy of 5 years.

Camelot Trigger and Wild Blue have been 3 or so months each, mainly because I've been traveling, and a couple of the other guys are starting families, so we're shortening our play time.

From my experience in introducing FATE to players, you might have problems with your veterans. Compels and the FATE point economy tend to be big hangups, and they go hand in hand. I don't really have any good advice with that, other than let them run out of FATE Points and help them to realize that they get more for being compelled than just their normal refresh. Other might have better advice.

Feegle wrote:

I've picked up Fate Core from Evil Hat at the same time as I bought SotC, but I hadn't really looked at it that much. It's easier, you say? I'll have to have a quick look. Is there anything setting-specific to SotC that isn't in Fate Core? (I'm thinking of skills that are setting specific, for example.)

FATE Core is a real refinement to the FATE system. My group and I really like the changes.

I don't know enough to tell you about SotC with FATE Core, so I'll leave others to talk about that.

EDIT: I also whole-heartedly agree with Gremlins advice, especially reading Chapters 8 and 9 of FATE Core. Good stuff!

MikeSands wrote:

That matches my experience of MonsterHearts, too.

I'm not sure I'd describe it as "allergic to trust in the group", quite. It's just that all the characters have a selection of tools to mess with other people (which includes the other PCs). And when you have the tools...

Actually, neither would I... I meant it's "allergic to LACK OF trust in the group." To be that intimate and do such bad things to each other, you really need to trust the other players to be aware of your boundaries and respect you as a person. The game at its best was the characters doing horrible things which I would certainly not be comfortable acting out in front of strangers. But with my closest friends - who are all experienced roleplayers - it's great.

Stunts are the one thing about Fate I don't like. Fate Core has improved and streamlined them a lot. I was in the same situation with Spirit Of The Century and while I haven't run it yet, when I do it's going to be on Core.

I can't stop thinking about our Monsterhearts session on Sunday... I'm going to go ahead and call it - it was the best single RPG session I've ever played in or run over more than 20 years of active play.

I've got a blog post coming up about it, the point of which is that it's to the game's credit, not our group's, which was a part of our regular D&D group who is typically happy as long as there's the full set of dice on the battlemat.

I guess we need to play some more of it.

jlaakso wrote:

Actually, neither would I... I meant it's "allergic to LACK OF trust in the group." To be that intimate and do such bad things to each other, you really need to trust the other players to be aware of your boundaries and respect you as a person. The game at its best was the characters doing horrible things which I would certainly not be comfortable acting out in front of strangers. But with my closest friends - who are all experienced roleplayers - it's great.

Oh, yes. I misread the context. Totally agree with you on this.

Also, Feegle: It's already been mentioned, but you want Fate Accelerated Edition. And possibly consider Fate Core, which is considerably streamlined compared to Spirit of the Century. Note also that you could happily play Spirit of the Century using either Accelerated or Core, just regarding the book as a big pile of cool ideas. Details: http://www.evilhat.com/home/fate-core-downloads/

MikeSands wrote:

Also, Feegle: It's already been mentioned, but you want Fate Accelerated Edition. And possibly consider Fate Core, which is considerably streamlined compared to Spirit of the Century. Note also that you could happily play Spirit of the Century using either Accelerated or Core, just regarding the book as a big pile of cool ideas. Details: http://www.evilhat.com/home/fate-core-downloads/

Just to ditto this, Fate is one of most easily hackable systems out there. Don't be afraid to run any setting with any version of the rules.

Attempting another new player friendly Dungeon Crawl Classics game this Saturday evening over Google Hangouts.
Below is a community link, so ymmv.
https://plus.google.com/109151381362...

fogrob wrote:

Attempting another new player friendly Dungeon Crawl Classics game this Saturday evening over Google Hangouts.
Below is a community link, so ymmv.
https://plus.google.com/109151381362...

Long planned family visit this weekend, but maybe next time.

New Bundle of Holding is up: http://bundleofholding.com/ Loads of Fate stuff this time.

MikeSands wrote:

New Bundle of Holding is up: http://bundleofholding.com/ Loads of Fate stuff this time.

The only two that I've had cause to be interested in are Fate Core and Fate Accelerated. To be honest, the Bundle of Holding is somewhat less attractive than getting those ebooks directly from the publisher.

Edit: I guess that's kind of the point, though. It at least supports the other books in the bundle while being convenient.

I dunno, absolute minimum is $4 to get all those. That a bunch of gaming for $4.

Comparing what I am getting for my pledge during the Kickstarter, it looks like the only overlap is Fate Core, FAE, and Spirit of the Century.

I picked it up. Just more stuff I'll have to read through eventually.

MikeSands wrote:

Also, Feegle: It's already been mentioned, but you want Fate Accelerated Edition. And possibly consider Fate Core, which is considerably streamlined compared to Spirit of the Century. Note also that you could happily play Spirit of the Century using either Accelerated or Core, just regarding the book as a big pile of cool ideas. Details: http://www.evilhat.com/home/fate-core-downloads/

Okay, so if anyone feels I'm taking over this thread with Fate questions, tell me and I'll go start a new thread for advice specifically. But I think I'm almost done.

Having perused most of the crunch in SotC, read the Fate Core book and skimmed through FAE, I have some observations for which I'd love confirmation or refutation.

1) Adapting Fate Core to SotC's setting is as simple as using the FC skills and stunts chapter, and perhaps dialing back on aspects during character creation. (Core has 4-5, SotC has 10) Perhaps also expanding/diversifying/reskinning the skills from FC slightly to reflect early modern technology present in the setting, but not too much because that'll make the choices for their skill pyramids restrictive.

2) SotC has a rather complex and Gadget-Building system. I haven't decided yet if it's better than the stripped-out version in FC, but I could use either one.

3) FAE is pretty much identical to FC, with the exception that it encourages players and GMs to develop aspects on-the-fly. Am I missing something?

On another note, provided this goes forward, is anyone interested in an After-Action Report, either for Character Creation or for gameplay?

Feegle wrote:

On another note, provided this goes forward, is anyone interested in an After-Action Report, either for Character Creation or for gameplay?

I would be interested in this.

Feegle wrote:

Okay, so if anyone feels I'm taking over this thread with Fate questions, tell me and I'll go start a new thread for advice specifically. But I think I'm almost done.

Having perused most of the crunch in SotC, read the Fate Core book and skimmed through FAE, I have some observations for which I'd love confirmation or refutation.

1) Adapting Fate Core to SotC's setting is as simple as using the FC skills and stunts chapter, and perhaps dialing back on aspects during character creation. (Core has 4-5, SotC has 10) Perhaps also expanding/diversifying/reskinning the skills from FC slightly to reflect early modern technology present in the setting, but not too much because that'll make the choices for their skill pyramids restrictive.

Sounds about right.

Feegle wrote:

2) SotC has a rather complex and Gadget-Building system. I haven't decided yet if it's better than the stripped-out version in FC, but I could use either one.

The problem is, there's a whole book for FATE Core called the System Toolkit, which has a lot of additional stuff for doing things like Gadget Building, Magic Systems and such. It's just not released to anyone other than backers.

Feegle wrote:

3) FAE is pretty much identical to FC, with the exception that it encourages players and GMs to develop aspects on-the-fly. Am I missing something?

To give you an idea, here is Luke Skywalker through Episodes IV, V and VI. I claim no credit for the example, it came from rpg.net and I stored it to my drive to be sure it sticks around.

Feegle wrote:

On another note, provided this goes forward, is anyone interested in an After-Action Report, either for Character Creation or for gameplay?

I'm always up for reading AAR's

We have another spot opened in our Numenera campaign if anyone is interested. Regrettably Luke has had to withdraw. We are only two game sessions in so if you are interested - let me know. Thursdays at 8PM CST.

Feegle wrote:

3) FAE is pretty much identical to FC, with the exception that it encourages players and GMs to develop aspects on-the-fly. Am I missing something?

I think there's a little more difference than that. The skill list is reduced down to the approaches, stress and consequences are simpler, and a lot of the non-obvious corners of the rules are left out (although you can add them back if you want).

Aspects on the fly are doable in any Fate version, just emphasised more in FAE.

Any Torchbearer players out there? A game I joined is looking for a few more players for a game tomorrow afternoon.
https://plus.google.com/events/ct9mv...