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Quick Question on adapting FATE
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<blockquote data-quote="Vaslov" data-source="post: 6376603" data-attributes="member: 37953"><p>Howdy Emerikol,</p><p> </p><p>If you are looking for a play through check out Knights of the Knight's Dresden recordings. I am not a fan of podcasts, but when I first got into Fate I found these guys had a nice mix of rules and play to better understand the game and it is well edited. I recommend the Dresden: Delivery story line. Skip the Common Ground story line as it stunk. I think it is Episode 90 that has a great example of social combat, which FATE excels at but may not be your cup of tea. <a href="http://www.kotnpodcast.com/" target="_blank">http://www.kotnpodcast.com/</a></p><p> </p><p>Reading your first post reminded me of some of my own initial thoughts around FATE. Initially I was very concerned about fate points combat novas. Once I saw a few combats play out I realized that was not an issue. I figured I would share some of my observations after running a few games on the off chance it helps or gives you an idea.</p><p> </p><p>My primary FATE group is running a Dresden game. I came in with no experience and my players knew the Dresden world, but did not have the game books. I can tell you the world creation steps were not great in execution, but in the end it paid off. The players all really got hooked on how open ended the character creation was. From a pastry chef alchemist to a wushu martial artist to a Klingon Photomancer. The last character turned the entire campaign on it's head by adding the Court of SciFi to the Faire Courts. Cause you know. Klingons are part of Farie. Not what I planned at all when I was thinking a Dresden game and it nearly brought me to tears as it was not the story I had in mind. Seemed to silly. After talking to the players on it we went back to the world creation steps and reworked some ideas. Not only does this new SciFi Court work, it is the central theme and plot movement behind everything in the game now. What still amazes is it still feels very much like a Dresden story. With a little thought between games I was even able to wrap some of the original stories I had in mind around it. As other have said above FATE empowers players with a lot of agency. I find everyone including myself is having more fun working with that in mind.</p><p> </p><p>As those characters have leveled up one of the first things the players noticed is they did not make skill pyramids, but more like skill towers. When they got their first skill point all of them were stuck putting it in the 1 skill slot as they decided to max out there skills where possible in creation. On reflection many of them realized the wisdom of spreading out into many skills as 1's and 2's and then move some of the critical ones into the 3, 4 and 5 slots as the game progressed. The power level swings in FATE are a lot less than with D&D. If are going for that D&D feel to get that "you are 1st level" feel you might want to cap max skill level pretty low (2 or 3). </p><p> </p><p>In another game, with different players, I was concerned FATE would not be a good match as they were a very mechanical group. We all were interested in the Savage Worlds Accursed setting so I started up a game in that setting & rules. By that point FATE had trained me to run games a bit differently so I started out with something very similar to FATE world creation with them before character creation. This helped all of us see the world in a bit more detail and helped me understand what flavor of Accursed they wanted. This post is already long so if you are interested here is a write up of the game, including world creation notes, I am keeping on the SW Forums. (<a href="http://www.peginc.com/forum/viewtopic.php?t=43665" target="_blank">http://www.peginc.com/forum/viewtopic.php?t=43665</a>)</p><p> </p><p>While first trying to understand the game I found reading some of the older FATE campaign settings helpful. They hacked the rules in different ways when FATE was not well defined as it is in Core. Most of them are quite cheap now. I would recommend <em>BirchNewman-StarblazerAdventures</em> (SciFi) and <em>NewtonBirch-LegendsOfAnglerre</em> (Fantasy).</p><p> </p><p>Good luck with your FATE hack and have fun with it! I hope you decide to share some of what you do. </p><p> </p><p>Vaslov</p></blockquote><p></p>
[QUOTE="Vaslov, post: 6376603, member: 37953"] Howdy Emerikol, If you are looking for a play through check out Knights of the Knight's Dresden recordings. I am not a fan of podcasts, but when I first got into Fate I found these guys had a nice mix of rules and play to better understand the game and it is well edited. I recommend the Dresden: Delivery story line. Skip the Common Ground story line as it stunk. I think it is Episode 90 that has a great example of social combat, which FATE excels at but may not be your cup of tea. [url]http://www.kotnpodcast.com/[/url] Reading your first post reminded me of some of my own initial thoughts around FATE. Initially I was very concerned about fate points combat novas. Once I saw a few combats play out I realized that was not an issue. I figured I would share some of my observations after running a few games on the off chance it helps or gives you an idea. My primary FATE group is running a Dresden game. I came in with no experience and my players knew the Dresden world, but did not have the game books. I can tell you the world creation steps were not great in execution, but in the end it paid off. The players all really got hooked on how open ended the character creation was. From a pastry chef alchemist to a wushu martial artist to a Klingon Photomancer. The last character turned the entire campaign on it's head by adding the Court of SciFi to the Faire Courts. Cause you know. Klingons are part of Farie. Not what I planned at all when I was thinking a Dresden game and it nearly brought me to tears as it was not the story I had in mind. Seemed to silly. After talking to the players on it we went back to the world creation steps and reworked some ideas. Not only does this new SciFi Court work, it is the central theme and plot movement behind everything in the game now. What still amazes is it still feels very much like a Dresden story. With a little thought between games I was even able to wrap some of the original stories I had in mind around it. As other have said above FATE empowers players with a lot of agency. I find everyone including myself is having more fun working with that in mind. As those characters have leveled up one of the first things the players noticed is they did not make skill pyramids, but more like skill towers. When they got their first skill point all of them were stuck putting it in the 1 skill slot as they decided to max out there skills where possible in creation. On reflection many of them realized the wisdom of spreading out into many skills as 1's and 2's and then move some of the critical ones into the 3, 4 and 5 slots as the game progressed. The power level swings in FATE are a lot less than with D&D. If are going for that D&D feel to get that "you are 1st level" feel you might want to cap max skill level pretty low (2 or 3). In another game, with different players, I was concerned FATE would not be a good match as they were a very mechanical group. We all were interested in the Savage Worlds Accursed setting so I started up a game in that setting & rules. By that point FATE had trained me to run games a bit differently so I started out with something very similar to FATE world creation with them before character creation. This helped all of us see the world in a bit more detail and helped me understand what flavor of Accursed they wanted. This post is already long so if you are interested here is a write up of the game, including world creation notes, I am keeping on the SW Forums. ([url]http://www.peginc.com/forum/viewtopic.php?t=43665[/url]) While first trying to understand the game I found reading some of the older FATE campaign settings helpful. They hacked the rules in different ways when FATE was not well defined as it is in Core. Most of them are quite cheap now. I would recommend [I]BirchNewman-StarblazerAdventures[/I] (SciFi) and [I]NewtonBirch-LegendsOfAnglerre[/I] (Fantasy). Good luck with your FATE hack and have fun with it! I hope you decide to share some of what you do. Vaslov [/QUOTE]
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