Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Bizarre RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psion" data-source="post: 3762118" data-attributes="member: 172"><p>I don't know how bizarre you call it, but you may recognize it from the ENnies: <strong>Spirit of the Century</strong> is a pulp-action game based on FATE (which is in turn based on the classic game FUDGE.) It has a really cool character generation sequence. </p><p></p><p>The way it works is this. Well hold on a second... let me explain aspects. While skills are solidly defined in FATE, your character can have up to 10 "aspects" that define your character further. These are little descriptive elements that can help or hinder your character. So if you have "seat of your pants" as an aspect, you can spend a fate point (much like an action point) to boost one of your skill rolls if it relates to your aspect... like if you are doing something well, by the seat of your pants. If your aspect would hinder you, the GM can award you fate points. In this way, unlike typical player-defined attributes, purely helpful aspects don't give you fate point, so it tends to be self-balancing.</p><p></p><p>So, back to the chargen. When you are making your character, one of the first things you define is your first pulp novel, like "Hank Slate and the Rocket Raiders". When you do this, you pick 2 aspects that define you in this novel. If hank slate is a hardboiled detective who stumbles onto the attack plans of the mysterious Rocket Raiders, I might pick "Hardboiled" and "Wrong place at the Wrong Time" as aspects. And you write 1 or 2 sentences like a "back cover blurb" about the novels.</p><p></p><p>Okay, here's where is gets interesting. Now everyone has done that, the GM puts the novels on index cards, shuffles them, and passes them out to the players. If you get your own novel, you swap with someone. Now, all the players add 1 or 2 sentences about their PC's involvement in these novels as a guest star, along with possibly 1 or 2 new aspects.</p><p></p><p>Then you repeat that experiment.</p><p></p><p>What you end up with is each players having a bit of backstory defining their characters as well as quick connections to all of the other characters and aspects that influence them in play.</p><p></p><p>Cool, huh? Well, I thought it was cool...</p><p></p><p>-----------------------------------------</p><p></p><p>Other interesting little games that I might not play so much as rip off...</p><p></p><p>John Wick is working on a little spy game called <strong>Wilderness of Mirrors</strong>. He's got some cute little rules I don't so much care for like there is always a betrayal. But here's what's cool: the players plan the mission. That is, they decide what the opposition actually is and how they plan to deal with it.</p><p></p><p>Now planning is best done quick because here's the catch: the more time you spend planning, the more "complications" the GM gets to insert in the mission. Cool, huh. Considering ripping this off for Spycraft.</p><p></p><p>----------------------------------------</p><p></p><p>There's another cool little indie game in development I am considering ripping off and putting a cool back end on. It's called <strong>Psi*Run</strong>. The pitch is this:</p><p><strong>It's like the Bourne Identity. But Bourne has psychic powers.</strong></p><p></p><p>The game always starts with a crash and an escape by the PCs, called runners. They are then pursued by the shadowy organization that wants them back.</p><p></p><p>Each character sheet consists of a number of questions about their powers, background, and identity. Like:</p><p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>Why can I see 7 seconds into the future?</em></p> <p style="margin-left: 20px"><em>Why don't I sleep?</em></p> <p style="margin-left: 20px"><em>Why am I distracted by bright lights?</em></p> <p style="margin-left: 20px"><em>Who are the "Brave"?</em></p> <p style="margin-left: 20px"><em></em></p><p></p><p>Though the course of play, these questions can be answered, by the player or other players.</p></blockquote><p></p>
[QUOTE="Psion, post: 3762118, member: 172"] I don't know how bizarre you call it, but you may recognize it from the ENnies: [B]Spirit of the Century[/B] is a pulp-action game based on FATE (which is in turn based on the classic game FUDGE.) It has a really cool character generation sequence. The way it works is this. Well hold on a second... let me explain aspects. While skills are solidly defined in FATE, your character can have up to 10 "aspects" that define your character further. These are little descriptive elements that can help or hinder your character. So if you have "seat of your pants" as an aspect, you can spend a fate point (much like an action point) to boost one of your skill rolls if it relates to your aspect... like if you are doing something well, by the seat of your pants. If your aspect would hinder you, the GM can award you fate points. In this way, unlike typical player-defined attributes, purely helpful aspects don't give you fate point, so it tends to be self-balancing. So, back to the chargen. When you are making your character, one of the first things you define is your first pulp novel, like "Hank Slate and the Rocket Raiders". When you do this, you pick 2 aspects that define you in this novel. If hank slate is a hardboiled detective who stumbles onto the attack plans of the mysterious Rocket Raiders, I might pick "Hardboiled" and "Wrong place at the Wrong Time" as aspects. And you write 1 or 2 sentences like a "back cover blurb" about the novels. Okay, here's where is gets interesting. Now everyone has done that, the GM puts the novels on index cards, shuffles them, and passes them out to the players. If you get your own novel, you swap with someone. Now, all the players add 1 or 2 sentences about their PC's involvement in these novels as a guest star, along with possibly 1 or 2 new aspects. Then you repeat that experiment. What you end up with is each players having a bit of backstory defining their characters as well as quick connections to all of the other characters and aspects that influence them in play. Cool, huh? Well, I thought it was cool... ----------------------------------------- Other interesting little games that I might not play so much as rip off... John Wick is working on a little spy game called [B]Wilderness of Mirrors[/B]. He's got some cute little rules I don't so much care for like there is always a betrayal. But here's what's cool: the players plan the mission. That is, they decide what the opposition actually is and how they plan to deal with it. Now planning is best done quick because here's the catch: the more time you spend planning, the more "complications" the GM gets to insert in the mission. Cool, huh. Considering ripping this off for Spycraft. ---------------------------------------- There's another cool little indie game in development I am considering ripping off and putting a cool back end on. It's called [B]Psi*Run[/B]. The pitch is this: [b]It's like the Bourne Identity. But Bourne has psychic powers.[/b] The game always starts with a crash and an escape by the PCs, called runners. They are then pursued by the shadowy organization that wants them back. Each character sheet consists of a number of questions about their powers, background, and identity. Like: [INDENT][i] Why can I see 7 seconds into the future? Why don't I sleep? Why am I distracted by bright lights? Who are the "Brave"? [/i][/INDENT] Though the course of play, these questions can be answered, by the player or other players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Bizarre RPGs
Top