• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Looking for game suggestions

So same core and dice mechanics just quicker jump in

Correct. Also the PCs have broader competency since resolving tasks is based on how they handle the task (approach), not whether they're trained on the task (skill). I find it works well to emulate stories where the characters have broad competency.

I don't know if it's in the rules but we tempter this broad competency by making some tasks impossible based on the character and the GM's judgment. It doesn't matter how well your demolitionist rolled their Careful, they can't carefully perform brain surgery because they don't know how.

And I like how it bundles your character so you can be good at doing your character's shtick without needing a wide array of skills. Want to be a ninja--make Stealthy your highest approach. Now you're a fantastic ninja without having to figure out how to allocate specific ninja skills.
 

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That works for me. I also want my players to make any race easily enough. Setting doesn't apply to my needs for what I want to do with this steam punk game.
 

We haven't played in a setting with other races but if we did I would either have it be:
  • purely cosmetic: Twi'leks are close enough to humans that I wouldn't model their differences mechanically.
  • mostly cosmetic but give away specific traits for free: I'd run mon calamari like humans but let them breathe underwater without requiring a specific stunt.
  • incorporate the race into the high concept and require tagging that aspect with a fate point to utilize specific infrequently used racial traits: Let a trandoshan regenerate a lost limb.
  • depict a frequently used racial trait as a stunt: I can't really think of a good example. Maybe something like a wookie's rage ability that some systems give them. To me that doesn't seem especially central to what a wookie is and there's no reason a non-wookie couldn't have a similar rage ability. But if it would make the player happy, by all means turn it into a stunt.
Which reminds me, stunts in Accelerated are simplified compared to Core and are supposed to follow a set pattern. Either "Because I am (way you're unique) I get +2 when I (specific approach and specific action [attack, defend, overcome, create advantage]) when (a specific situation happens." or "Because I am (way you're unique), once per game I can (do something cool)."

"Because I am a hutt I get +2 when I Forcefully defend when a jedi tries to mind trick me with the force."
"Because I am a galactic crimelord, once per game a bountyhunter I hired can arrive in the scene."

But we built stunts like you would in Core and used them in Accelerated without spoiling the game.
 

Character advancement is rather more potent or restricted in FAE as well. There are fewer "skills" (Accelerated calls them approaches) so they end up working more like attribute bonuses in D&D. Not bad, but the range of the standard die mechanic if Fate makes a +1 increase pretty powerful. So the steps often feel bigger.

I haven't noticed any actual particular difference in learning curves for the Fate mechanics in Accelerated vs. Core. Although I think playing Accelerated makes them much more visible, IME. Startup time is faster for Accelerated, and you are closer to having a complete character with less effort. That being said, I'm a big fan of starting to run the game without characters fully fleshed out. Leave some blanks and fill them in as you go. YMMV.
 

Really treasure planet is just the visuals I'm trying to capture. Any steampunk genre rpg will probably work but I hardly have played anything but dnd and pathfinder. I like solid systems that give player choice..so really any system that allows a fair amount of character customization is good for me. I would prefer more clear cut/detailed system then something like gurps that the gm has to compile all the rules and options before hand

Numenera is actually a good way to go if you want to throw weird gadgets into your game.

But if you can bring the 70% Victorian feel, I've dropped a game into the downloads section that can bring 30% weird science/magic. Along with customizable skills and perks, and Hero Points that allow players to add just about any cool feature they want to their characters.

http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1437
 

Into the Woods

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