First Age
D&D h@ck3r and Hopepunk
I suppose I hadn't expected to return to Fate. If you were to base your expected game development time on the games played at conventions, you might sidle up to some Free League, Modiphius 2D20, or Forged in the Dark coolness. You would be entirely forgiven for forgetting about Fate, a game engine that felt to be in rude health and driving a lot of play, perhaps about five years ago. It has since vanished from the convention circuit, with a few choice exceptions.
It was great to get some actual play in via Pete Atkinson, who reliably runs fun and engaging convention games. At Seven Hills this year he ran some Fate Core Jadepunk, which I signed up for in a heartbeat. We played a hover train heist against a syndicate of low life ne'er do wells, and in Pete's capable hands the story flowed with the Fate Point currency in full and vibrant exchange. I really enjoyed the game, and it reminded me how much I like the Fate system.
In many ways Fate is a very simple skill based game, perhaps slightly obscured with some unique language and terms that I'm conscious can switch off a swathe of the gaming community. The number of times that I read 'I can't really get my head around Fate' are beyond the counting. The reason for this relates to one of the strengths of the system: a flexible and creative use of descriptive phrases that helps lean into the story, whilst mechanically affecting the outcome of scenes.
Although a front and centre 'game economy' is no longer that unusual, not least thanks to the aforementioned popular 2D20 system, the open and creative nature of 'Aspects' in Fate can leave players uncertain how to actually play the game, beyond the standard use of skills. Aspects are short phrases that can describe many things in the game, including exploitable facets of characters that are leveraged to effect in play. The ensuing to and fro of 'Fate Points' to power these Aspects, and to access +2 bonuses after the skill roll, or enable Fate dice re-rolls, or incorporate new story details, really gives a Fate game an interactive story building flavour, bringing in game, scene, equipment, and character aspects. There is also a sense that your PC only really fails if they are not prepared to give enough of themselves to succeed. On top of that, it's additionally worth noting that Fate characters are very capable individuals from the get go, with Skills and Stunts (game breaking cool things) that place them well above the average.
I have played all three flavours of Fate and enjoyed all of them. My history goes back many years, prior to the current Fate Core version, having written and published the 'Age of Arthur' RPG with Paul Mitchener. This was mechanically based on the rules chassis presented by the Diaspora RPG, another fine game that I wonder if I will ever play again?! What fun we had with our Arthurian game, which I think still holds up today and continues to have occasional sales every month. Returning to it would only involve a slight tidy up and closer adoption of current Fate thinking.
Up to very recently, if I were to run a Fate game myself, then I would use either Core or Condensed versions. Now however there is a new version, Cosmic Fate, an iteration of Fate Core that is detailed in Sarah Newton's just released Chronicles of Future Earth RPG. What an amazing game that is! This has shunted me onto the Fate track for convention RPGs that I will run.
Cosmic Fate is a very particular blend of the Fate toolkit, with some key innovations. Perhaps most significant is the introduction of a Bonus Cap that limits how much you can tag after the skill roll, and based on the level of the skill that you are using. More skilled individuals can use more Aspects. I sense that Cosmic Fate, with its swingier D6-D6 core dice roll, provides a slightly grittier experience with a shade less certainty in outcomes. This particular take on Fate enthuses me, and I hope to see how I can use it more broadly than Chronicles.
I should have anticipated at the beginning of the year that Fate would re-emerge as a front running game system. In a limited capacity, I am providing some ad-hoc support to Typhon Games, the new company that now has Sarah and her games portfolio, along with other games in development. It's great to see Chronicles out there, and look forward to lots of fun play.
When running Fate, I always struggle slightly with the return flow of Fate points to the players. I think the key bit that I miss is encouraging player 'self compels' of their character's aspects, or just 'playing to your character' as we more usually call it. Being alive to this and frequently rewarding the players with Fate Points is something I need to get better at. As a backstop I am stealing Pete's method of giving out a Fate Point to everyone on the hour. It will take the pressure off me a bit and help to ensure that there is a good flow of the Fate Point currency back to the players.
Cosmic Fated!
Continue reading...
It was great to get some actual play in via Pete Atkinson, who reliably runs fun and engaging convention games. At Seven Hills this year he ran some Fate Core Jadepunk, which I signed up for in a heartbeat. We played a hover train heist against a syndicate of low life ne'er do wells, and in Pete's capable hands the story flowed with the Fate Point currency in full and vibrant exchange. I really enjoyed the game, and it reminded me how much I like the Fate system.
In many ways Fate is a very simple skill based game, perhaps slightly obscured with some unique language and terms that I'm conscious can switch off a swathe of the gaming community. The number of times that I read 'I can't really get my head around Fate' are beyond the counting. The reason for this relates to one of the strengths of the system: a flexible and creative use of descriptive phrases that helps lean into the story, whilst mechanically affecting the outcome of scenes.
Although a front and centre 'game economy' is no longer that unusual, not least thanks to the aforementioned popular 2D20 system, the open and creative nature of 'Aspects' in Fate can leave players uncertain how to actually play the game, beyond the standard use of skills. Aspects are short phrases that can describe many things in the game, including exploitable facets of characters that are leveraged to effect in play. The ensuing to and fro of 'Fate Points' to power these Aspects, and to access +2 bonuses after the skill roll, or enable Fate dice re-rolls, or incorporate new story details, really gives a Fate game an interactive story building flavour, bringing in game, scene, equipment, and character aspects. There is also a sense that your PC only really fails if they are not prepared to give enough of themselves to succeed. On top of that, it's additionally worth noting that Fate characters are very capable individuals from the get go, with Skills and Stunts (game breaking cool things) that place them well above the average.
I have played all three flavours of Fate and enjoyed all of them. My history goes back many years, prior to the current Fate Core version, having written and published the 'Age of Arthur' RPG with Paul Mitchener. This was mechanically based on the rules chassis presented by the Diaspora RPG, another fine game that I wonder if I will ever play again?! What fun we had with our Arthurian game, which I think still holds up today and continues to have occasional sales every month. Returning to it would only involve a slight tidy up and closer adoption of current Fate thinking.
Up to very recently, if I were to run a Fate game myself, then I would use either Core or Condensed versions. Now however there is a new version, Cosmic Fate, an iteration of Fate Core that is detailed in Sarah Newton's just released Chronicles of Future Earth RPG. What an amazing game that is! This has shunted me onto the Fate track for convention RPGs that I will run.
Cosmic Fate is a very particular blend of the Fate toolkit, with some key innovations. Perhaps most significant is the introduction of a Bonus Cap that limits how much you can tag after the skill roll, and based on the level of the skill that you are using. More skilled individuals can use more Aspects. I sense that Cosmic Fate, with its swingier D6-D6 core dice roll, provides a slightly grittier experience with a shade less certainty in outcomes. This particular take on Fate enthuses me, and I hope to see how I can use it more broadly than Chronicles.
I should have anticipated at the beginning of the year that Fate would re-emerge as a front running game system. In a limited capacity, I am providing some ad-hoc support to Typhon Games, the new company that now has Sarah and her games portfolio, along with other games in development. It's great to see Chronicles out there, and look forward to lots of fun play.
When running Fate, I always struggle slightly with the return flow of Fate points to the players. I think the key bit that I miss is encouraging player 'self compels' of their character's aspects, or just 'playing to your character' as we more usually call it. Being alive to this and frequently rewarding the players with Fate Points is something I need to get better at. As a backstop I am stealing Pete's method of giving out a Fate Point to everyone on the hour. It will take the pressure off me a bit and help to ensure that there is a good flow of the Fate Point currency back to the players.
Cosmic Fated!
Continue reading...