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Converting to FATE and starting a new campaign
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<blockquote data-quote="Radiating Gnome" data-source="post: 6241431" data-attributes="member: 150"><p>I recently transitioned a Savage Worlds/Necessary Evil game (players are super villains defending earth against aliens because all the super heroes are dead) into a homebrew FATE Core version of the same game. We made FATE versions of the Savage Worlds characters and just picked up the story where we had left off. </p><p></p><p>It's been interesting -- our group, primarily D&D players and min-maxing machines -- had taken a big bite out of the character building in Savage worlds, and build some really over-engineered characters. After about 6 months of playing in Savage Worlds, I was in the position of having to soup up the adversaries to make them appropriate opposition for the PCs. In FATE, because it's so much more fluid, I don't quite have the same problem yet (only two sessions into the FATE version). </p><p></p><p>But the thing that has me most excited about the transition is the difference between trappings and aspects. </p><p></p><p>In Savage Worlds, trappings are a great solution to things like plain vanilla spellcasting or super powers. An attack power that is ranged uses the "Attack, Ranged" power entry, and uses it's trappings to describe the attack's actual form and potentially give it some special abilities. </p><p></p><p>In FATE, aspects are nearly entirely freeform - and then there are some standardized mechanics that you can use to adjudicate the results of using those powers. </p><p></p><p>The difference is that when you're creating the character in Savage Worlds, it's entirely possible to completely ignore trappings. Just forget about them, and leave your character with a plain vanilla blast attack. Pay your points for it and go back to the rulebook to shop for another power. </p><p></p><p>In FATE, there's no list to choose from. The player has to imagine what their character can do, and come up with the words to describe it. It's a big change for a lot of players (like mine), and they're only starting to get the hang of it, but at the outset it's impossible to ignore the details -- the aspects ARE the details. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 6241431, member: 150"] I recently transitioned a Savage Worlds/Necessary Evil game (players are super villains defending earth against aliens because all the super heroes are dead) into a homebrew FATE Core version of the same game. We made FATE versions of the Savage Worlds characters and just picked up the story where we had left off. It's been interesting -- our group, primarily D&D players and min-maxing machines -- had taken a big bite out of the character building in Savage worlds, and build some really over-engineered characters. After about 6 months of playing in Savage Worlds, I was in the position of having to soup up the adversaries to make them appropriate opposition for the PCs. In FATE, because it's so much more fluid, I don't quite have the same problem yet (only two sessions into the FATE version). But the thing that has me most excited about the transition is the difference between trappings and aspects. In Savage Worlds, trappings are a great solution to things like plain vanilla spellcasting or super powers. An attack power that is ranged uses the "Attack, Ranged" power entry, and uses it's trappings to describe the attack's actual form and potentially give it some special abilities. In FATE, aspects are nearly entirely freeform - and then there are some standardized mechanics that you can use to adjudicate the results of using those powers. The difference is that when you're creating the character in Savage Worlds, it's entirely possible to completely ignore trappings. Just forget about them, and leave your character with a plain vanilla blast attack. Pay your points for it and go back to the rulebook to shop for another power. In FATE, there's no list to choose from. The player has to imagine what their character can do, and come up with the words to describe it. It's a big change for a lot of players (like mine), and they're only starting to get the hang of it, but at the outset it's impossible to ignore the details -- the aspects ARE the details. -rg [/QUOTE]
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