Tonguez
A suffusion of yellow
Its based on Fate Core with modifications to suit the genre. Being technically GM less it is very structured and has many aspects that feel boardgamey in its approach. That includes the setting which is also tightly linked to the rules with the Empire as the main antagonist and 5 potential allies available each with usable resources and a challenges. In effect it also makes heavy use of the “create an advantage” action to create Campaign and Scene Aspects which feel like resource cards to be used throughout the game.Really curious about WotA after quickly googling it. Does it use a mix of Fate Core and Accelarated? How crunchy is it?
Each game session is taken to cover one season in the year and there are three parts to a session 1Domain Management (Harvesting Resources, Developing Tech etc) 2 Doing a Mission and 3 Dealing with the Autarchs schemes
Missions (Challenges and Autarch Conflicts) are set scenarios oovering diplomacy, infiltration, skirmish, warfare. Players choose characters to undertake the missions. Challenges in particular allow PCs the narrative control which makes it an RPG, Conflicts are more tactical.
I enjoyed it, though we muddled through initially. Its a cool approach if you like Domain Management style play, I kept thinking of ways to adapt it so players could run different factions rather than all being Stronghold v Autarch
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