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Gamehackery: Stealing Creativity Currency #2
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<blockquote data-quote="Radiating Gnome" data-source="post: 7649916" data-attributes="member: 150"><p>Last time we talked about stealing some character setup tools from the Fiasco RPG. That's a great option for when you're starting a campaign, but most of us don't start campaigns more than once a year -- what sort of options could we come up with that would allow us to give our PCs some creative control in the game during any typical game session. </p><p>Stealing Again</p><p></p><p>The <a href="http://www.faterpg.com/resources/" target="_blank">Fate system</a> -- a Fudge-descendent that is the backbone of RPGs like the Dresden Files and Spirit of the Century (FATE was recently the subject of a ridiculously successful Kickstarter to release it's core rules) -- has some excellent gameplay elements that encourage players to take an active role in fleshing out the world they're playing in -- not just paying attention to the game world, but actually helping to add color and texture to what the DM is creating. </p><p></p><p><strong>FATE Aspects</strong></p><p></p><p><a href="http://www.faterpg.com/dl/df/aspects.html" target="_blank">Aspects</a> are a core part of the FATE game mechanic that give the game a lot of its flavor and power. Each PC, NPC, location, object, or other entity will have some aspects -- phrases that describe the entity and are used as handles that players and the DM can use to grab a hold of and manipulate the game. </p><p></p><p>We don't have time to go into a lot of detail here, but the main idea is that an aspect can be invoked when a PC or the GM is making a roll. Players and GMs have a currency they use in the game called FATE points. When an aspect is invoked for a bonus, the player describes how the aspect impacts the situation, pays the price, and earns the bonus. </p><p></p><p>Interestingly, the game has rules for allowing PCs to create aspects for locations and NPCs during play. In Fate, this actually takes two forms. The players can try to discover a hidden aspect (basically make a skill check to learn something that is not obvious) or they can make a declaration, saying "The streets are still slick with early morning dew" or something along those lines. </p><p></p><p><strong>What this does for DMs</strong></p><p></p><p>There's a big advantage for DMs working in a system that uses aspects. As you prepare and describe a location, the aspect system forces you to think in terms of a few bullet points about the location. Those bullet points will have key game mechanic impact, and the so the players will have a keen interest in those aspects. How long has it been since one of your D&D players paid rapt attention to one of your room descriptions? </p><p></p><p>Let's imagine, for a moment, that you're playing a modern game and the setting is the Nagatomi Plaza building from the original Die Hard. A couple of aspects the building might have as a whole could be "The Halls Are Decked" (christmas decorations everywhere) and "The Best That Money Can Buy" since it's a new building displaying a lot of japanese wealth. </p><p></p><p>[ATTACH]56643[/ATTACH]</p><p></p><p>As the DM, I can make those two points to the PCs and help them understand the setting -- and even give them a handle on things that they might be able to find and use to their advantage. </p><p></p><p><strong>What this can do for Players</strong></p><p></p><p>Players have the ability to try to interact with aspects -- to invoke an aspect to gain some sort of advantage in a scene. In fate, the advantage of invoking an aspect is pretty heft -- a +2 bonus on the FATE quality ladder (which can take a result from +1 "average" to +3 "good"). </p><p></p><p>Players also get the ability to create aspects. So, lets say John McClaine's character is facing off against an NPC, and he's not sure if that NPC is a hostage or one of the terrorists. He plays his ASPECT card to declare that there's a building directory in his line of sight that he can use to try to discretely check the NPC's identity. Later, when he's caught under a conference room table by a terrorist armed with a submachine gun, he uses an ASPECT card to declare that the terrorist is overconfident because his gun is bigger than John's gun is. John uses that overconfidence to his advantage later in the scene, forcing an attack that would have hit him to miss, before taking his own opportunity to shoot the terrorist through the table. </p><p></p><p><strong>Mechanics of Play</strong></p><p></p><p>Adding aspects to a game that doesn't include them is a tricky challenge. They're an integral part of FATE game mechanics, and trying to bolt them onto another system won't quite work the same. I'll present a suggested system, but you should absolutely come up with your own version (and share it below in the comments!). </p><p></p><p>As a resource, I've created a PDF of some cards you can cut out and use -- these were created using GoDeckYourself.com. a very cool web utility (free!) that will let you create your own cards. </p><p></p><p>At the start of each game session, give 1-2 cards to each player. (In our game we sometimes use things like this as a reward for showing up for the game on time, etc). The cards each represent one use of an aspect in play. </p><p></p><p>As DM, it's important to have a few aspects for each NPC and Location that your players will encounter. These become the aspects that your players can invoke during a scene. </p><p></p><p>Don't feel like your list of aspects needs to be complete -- remember, your players can also use the cards to create their own -- it's a good idea to leave them some obvious aspects to create early on, so they have a chance to get used to the mechanic. </p><p></p><p>(I should point out that my ASPECT cards are not the first, or probably even the best application of the Fate Aspect system for other games. Check out <a href="http://www.enworld.org/forum/showthread.php?272274-Fate-Point-Cards-(Download-included)&highlight=FATE+point" target="_blank">Weem's take here</a>.</p><p></p><p><strong>The Payoff</strong></p><p></p><p>Ideally, what you get out of this is a game mechanic that encourages your players to pay attention to and engaged with the descriptions you use for locations and NPCs in your game. If they want to use that reroll or bonus, they're going to have to be attentive and engaged in those descriptions. And, even better, we've introduced a way for the PCs to add creative touches to your game world without breaking your system. </p><p></p><p>What do you think? What would you do differently?</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 7649916, member: 150"] Last time we talked about stealing some character setup tools from the Fiasco RPG. That's a great option for when you're starting a campaign, but most of us don't start campaigns more than once a year -- what sort of options could we come up with that would allow us to give our PCs some creative control in the game during any typical game session. Stealing Again The [URL="http://www.faterpg.com/resources/"]Fate system[/URL] -- a Fudge-descendent that is the backbone of RPGs like the Dresden Files and Spirit of the Century (FATE was recently the subject of a ridiculously successful Kickstarter to release it's core rules) -- has some excellent gameplay elements that encourage players to take an active role in fleshing out the world they're playing in -- not just paying attention to the game world, but actually helping to add color and texture to what the DM is creating. [B]FATE Aspects[/B] [URL="http://www.faterpg.com/dl/df/aspects.html"]Aspects[/URL] are a core part of the FATE game mechanic that give the game a lot of its flavor and power. Each PC, NPC, location, object, or other entity will have some aspects -- phrases that describe the entity and are used as handles that players and the DM can use to grab a hold of and manipulate the game. We don't have time to go into a lot of detail here, but the main idea is that an aspect can be invoked when a PC or the GM is making a roll. Players and GMs have a currency they use in the game called FATE points. When an aspect is invoked for a bonus, the player describes how the aspect impacts the situation, pays the price, and earns the bonus. Interestingly, the game has rules for allowing PCs to create aspects for locations and NPCs during play. In Fate, this actually takes two forms. The players can try to discover a hidden aspect (basically make a skill check to learn something that is not obvious) or they can make a declaration, saying "The streets are still slick with early morning dew" or something along those lines. [B]What this does for DMs[/B] There's a big advantage for DMs working in a system that uses aspects. As you prepare and describe a location, the aspect system forces you to think in terms of a few bullet points about the location. Those bullet points will have key game mechanic impact, and the so the players will have a keen interest in those aspects. How long has it been since one of your D&D players paid rapt attention to one of your room descriptions? Let's imagine, for a moment, that you're playing a modern game and the setting is the Nagatomi Plaza building from the original Die Hard. A couple of aspects the building might have as a whole could be "The Halls Are Decked" (christmas decorations everywhere) and "The Best That Money Can Buy" since it's a new building displaying a lot of japanese wealth. [ATTACH=CONFIG]56643[/ATTACH] As the DM, I can make those two points to the PCs and help them understand the setting -- and even give them a handle on things that they might be able to find and use to their advantage. [B]What this can do for Players[/B] Players have the ability to try to interact with aspects -- to invoke an aspect to gain some sort of advantage in a scene. In fate, the advantage of invoking an aspect is pretty heft -- a +2 bonus on the FATE quality ladder (which can take a result from +1 "average" to +3 "good"). Players also get the ability to create aspects. So, lets say John McClaine's character is facing off against an NPC, and he's not sure if that NPC is a hostage or one of the terrorists. He plays his ASPECT card to declare that there's a building directory in his line of sight that he can use to try to discretely check the NPC's identity. Later, when he's caught under a conference room table by a terrorist armed with a submachine gun, he uses an ASPECT card to declare that the terrorist is overconfident because his gun is bigger than John's gun is. John uses that overconfidence to his advantage later in the scene, forcing an attack that would have hit him to miss, before taking his own opportunity to shoot the terrorist through the table. [B]Mechanics of Play[/B] Adding aspects to a game that doesn't include them is a tricky challenge. They're an integral part of FATE game mechanics, and trying to bolt them onto another system won't quite work the same. I'll present a suggested system, but you should absolutely come up with your own version (and share it below in the comments!). As a resource, I've created a PDF of some cards you can cut out and use -- these were created using GoDeckYourself.com. a very cool web utility (free!) that will let you create your own cards. At the start of each game session, give 1-2 cards to each player. (In our game we sometimes use things like this as a reward for showing up for the game on time, etc). The cards each represent one use of an aspect in play. As DM, it's important to have a few aspects for each NPC and Location that your players will encounter. These become the aspects that your players can invoke during a scene. Don't feel like your list of aspects needs to be complete -- remember, your players can also use the cards to create their own -- it's a good idea to leave them some obvious aspects to create early on, so they have a chance to get used to the mechanic. (I should point out that my ASPECT cards are not the first, or probably even the best application of the Fate Aspect system for other games. Check out [URL="http://www.enworld.org/forum/showthread.php?272274-Fate-Point-Cards-(Download-included)&highlight=FATE+point"]Weem's take here[/URL]. [B]The Payoff[/B] Ideally, what you get out of this is a game mechanic that encourages your players to pay attention to and engaged with the descriptions you use for locations and NPCs in your game. If they want to use that reroll or bonus, they're going to have to be attentive and engaged in those descriptions. And, even better, we've introduced a way for the PCs to add creative touches to your game world without breaking your system. What do you think? What would you do differently? [/QUOTE]
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