Showing posts with label spirit of the century. Show all posts
Showing posts with label spirit of the century. Show all posts

12/5/13

Fate Core review


Reviewing Fate Core is an interesting thing as I know the system very well. I have been a fan of this system since I ran across it in a small convention in NYC back in 2007. Then I was lucky enough to playtest the Dresden Files RPG. So, as I said, I am fairly versed in the system.

I am going to assume that most people that are reading this at least have some knowledge of the system, so I am not going to go into great detail about mechanics.

The good
First of all the book is small. I say this, because at the same time I also got Star Wars Edge of the Empire AND Numenera…and both of those books are HUGE. So, it is nice that the book can be carried easily. The artwork is also very good. A lot of different genres are in display and it looks very good indeed.

I am not going to go into EVERY change they made to the system. But, the best thing I can honestly say about Fate Core is that everything is more fluid as the system was streamlined quite a bit. The reason I say this is as much as I have always loved the system, it could get bogged down at times. Especially in combat. Now when you are trying to overcome someone, either with a skill, or in combat…you have four outcomes. Which was a much needed and simpler way to do this. Awesome.

Fail
This means what it sounds like. You can still obviously fail a roll. But now you have the option of succeeding at a serious cost. This is awesome as it allows you to succeed, but then something will be made more difficult for you. Narratively, this is gold.
Tie
Again, you can succeed, but this time at a minor cost. Or if in battle, you can get a boost (an aspect that you get to invoke once for free). This right here speeds combat up SO much.
Succeed
You get what you want with no cost.
Succeed with style
If you succeed by 3 or more shifts you do it with style. This means you get an added benefit beyond just succeeding.

The reason why I talk about this, is because of the above mentioned, it just speeds the game up in so many ways. Gone are the battles that just took forever because of really high health tracks and back and forth turns.

You also have less skills, and a smaller health and mental track (which DFRPG actually started). This makes the game much more dangerous. I remember the first time I played this and we played a Star Wars Fate game and one of the players almost died in the first fight against a rancor. Death is much, much, more a chance in this version of Fate.

Which I love.

I also like that they gave stunt suggestions for each skill. I have seen people get a bit intimated in trying to come up with them on their own. Three is better than none.

Again, they do a great job of giving people that run the game tips. They do this better than anyone I have ever seen. Plenty of examples throughout and just a tone that doesn’t feel condescending and makes the person reading really feel like they can take this system on. Even if they have not played/run it before. This is a great thing indeed.

Lastly, it is just such a versatile system. You can honestly play just about any genre you want. High fantasy, steampunk, Cthulhu, pulp, sci-fi, or anything else you really want. I love that and beyond the settings they have already published, it is the most hackable game I have ever encountered. I have personally played a Star Wars, Thundercats, GI Joe, and Transformers Fate Core game.

It doesn’t get better than that.

The bad
About the only thing bad I can say is that this game is not for everyone. Power gamers and people that just love combat can get frustrated with Fate mechanics. I have seen enough of this to know it is true, and I have even converted some of these people. But that is just a fact and that is why there are hundreds of other games out there for those gamers.

Rating 10 out of 10

1/25/13

My thoughts on the Fate Core preview scenarios...


So, here are my thoughts on the first seven previews of things in the Fate Core Kickstarter. I am ranking them from least to most interesting to me. That doesn’t mean I did not like any of them, cuz I want to play all of them…but certain settings just call to me more.

Burn Shift (post-apocalyptic world)

My first thought is that I have never been much into the post-apocalyptic settings. But that is more of a personal preference than anything wrong with it.

Then I started to read it and it grew on me quickly. I like how it went above the Fate Core and dealt mutation in a way that was kind of cool. I also love the idea of flaws, since I want to put them in my own game as well. There is also a lot of room to create your own Burn Shifts (mutations) if you are creative.

Oh and the communities? Genius.  It just adds another cool layer to the character you are and what community you are a part of. They also get their own health and mental tracks and I find all of that pure win. They also give you examples of the communities in the existing world.

Using hazards as obstacles is something else I have thought a lot about with my own games, and I like how it was done here.

Overall, would definitely play this. Loved some of the ideas behind the world.

Camelot Trigger (King Arthur via giant mechas)

What I did love about this was how cool they brought in the myth of King Arthur and the Knights and incorporated it in the setting. It was just a lot of fun and how it was handled and because of that it peaked my interest in the setting quite a bit.

There was a lot of interesting things done with how the mecha was brought into the game.  It can also be two different kinds of games. One where you are doing things on your own, and another when you get into your “armour”.  Each part of the mecha can do different things. There is head, front, back, arms, and legs. Each one can have a different component (such as skill, or gaining a +2 to one), and there are a lot of options for those people that live to make a giant ass robot. J

That is not me though. Don’t get me wrong, would play the hell out of this game, but the genre is just not an exciting to me as a few of the other ones.

Still, getting to be a knight of the round in space? Very cool idea and I can see why so many people are excited about it.

The Wild Blue (the old west plus super powers)

The old west meets the superfriends. Er…sorta.

You are warden’s. You keep the Queen’s peace and you just happen to also have superpowers to help you. There are worse things you could have I suppose. From the start this sounded interesting, but that is due to the fact that I am playing around with an old west setting for Fate Core myself. But the addition of superpowers does give it a bit of a twist. 

The cool thing about it is that you can have a power, but it also has a cost that has to be just as powerful as the well…power. So you can say you have super strength, but the touch of iron hurts you. Or my favorite you can get a glimpse of the future, but you can do nothing to change it. Things like that. It makes for an interesting creation of a power. The cost doesn’t have to have anything to do with the power as long as it is something that is limiting.

They also did a decent job of a setting. Giving you different locations and a key NPC from each one. Which is a nice starting point if you decide to play the game.

Tower of the Serpents (high fantasy)

I love fantasy.

I always have and the game I am making is a fantasy game using Fate. So, I was very excited to read this and also do to how great Brennan Taylor tends to be in his games.

It was not what I was expecting, which isn’t really a bad thing.

The reason I say this is that this one was made for a world already set in place. It does not come up with magic or anything for your game; other than using Lore as magic. This was more of a scenario. With all of the other things I have read, I was just not expecting that. Again, that is fine.

The story is that you are hired to find an artifact from the Tower of Serpents. Then every other faction in the city seems to want you to hand it to them instead.

Once I got past all my misguided expectations, it was fun. The scenario is going to be about choice. Do you take it back to the caravan master? To the Triad? To the Governor? What about the Sorcerer?

So it becomes about choice and the dramatic effect of that choice. Very simply done, but with the potential of high drama. I like that combination myself. There are interesting sounding npc’s and enough factions for you to play more than one session, or just incorporate to your own game.

No exit (psychological horror)

Horror!

Another one I really had my eye on. I love horror and have not seen anyone really tackle it well in Fate. There could be a good hack of it out there; I am just saying I have not seen it.

So you have are member in the community, but has made you forget who you are and wants you to be a drone. You wake up and it is time to get the %#&% out!

I liked it. I liked how the purpose of the game is to get your memories back and how you go about that. The management wants you to go back to your abode and carry on as before and will do whatever it takes to stop you.

You get a new skill Clarity. Which is an uber version of Will. It allows you to see through the illusions that Management uses to confuse you. You can spend fate points to trigger memories that you have forgotten. Or even destroy an item you had to create with each aspect in order to sacrifice that memory for a serious advantage. You don’t get the aspect back and if you lose all three, you become lost and become the drone they want.

All of this is awesome.

The Ellis affair (mystery, espionage, pulp)

I love a good mystery and have hoped someone would do it justice in a fate setting. So, I have been excited about this one from the onset.

Luckily, it does a good job of making it feel like a mystery. Set in the same time period as Spirit of the Century, it also has that pulp feel that I appreciated out of the game. Hell, you could use your existing Sotc characters in this game if you have them already.

One awesome thing they did which I will only talk about briefly is making a cool way to handle gambling. I am not going to go into it does a great job of inserting it into the game and making it sound like an actual game of poker (or whatever).  Being someone that likes to have a gambling skill, this made me happy.

There is a lot going on here and a lot of challenges for your players. Many dangers as you are dealing with spies, thugs, and even a large creature (along with trying to escape a flooded room). 

Overall it sounds like a blast to play. A lot of possible hooks for future games in this setting.  Very well done.
  
Kriegszeppelin Valkyrie (Pulp action with fighter combat and zeppelins)

This one was fun to read from the start. 

First of all, it had that Spirit of the Century pulp feel that drew me into that game five years ago. Combine that with the fact that you are fighter pilots (and damn good ones at that) it just seems like a lot of fun.

Taking place in 1919, just after the “Great War”, you find out that the Allies victory was not as complete as they thought it was. This would not be complete without a mad German scientist that has created machines that are rampaging Africa and the Mediterranean.

Your job? Stop them!

Sign me the hell up.

You choose your pre-gen (or make one) and pick your plane with whatever refresh it states and off you go to fight evil and gain fame!

I like that they have ties with the other pilots, but that can be friendly, or even rivals. Let’s face it, you are a fighter pilot and you want to be recognized for what you do. After each fight you are debriefed and then a fun sort of social combat can take place. You are debriefed by your commanding officer and a young plucky reporter by the name of Ernest Hemingway. This to me adds another layer to the game. You have to talk to your commanding office and state how well you did (i.e. how many kills) and it can turn into a social thing quickly. Especially if you are a rival of someone else that may not confirm your kills so they will look better…or even an ally that wants you to succeed. A lot of potential with this.
  

12/12/12

Shadow of the Century!




So, over on the Fate Core Kickstarter page they came up things have been movin’ on along. Stretch goal after stretch goal has been met, and one can only wonder how they can top what they have already done.

Well, not anymore.

Introducing, Shadow of the Century

Holy shit.

Those were the exact words that popped out of my mouth when I started reading that they were taking the Spirit of the Century and moving it forward about 60 years to 1984. The centurions are have been outlawed and the Shadows are in power.

It is up to a new batch of heroes to try to save the day.

This kicks ass on so many levels. Sotc was such a great game and to this day I am always happy to get to play it when I can. But the idea of moving the story forward, and especially with the updated Fate Core rules for it, is just amazing.

We got into a huge conversation on Google+ about what kind of heroes that were prevalent in the 80’s. There are just so many tv shows/movies that have heroes that would be awesome in this kind of game.

But that is not the best the part.

The best part is that they are smart enough to take something people love, and make it MORE. I have always loved Sotc, but over the years (especially with other fate games) it began to show its time. This is not really a shot at the game, just at how good the subsequent Fate games have been. This includes another game Evil Hat made by the name of The Dresden Files.

So, when I think about Sotc now, I still love it, but it is obvious the game is too easy for the players. I have always thought this was intentional, since you are the heroes in the game and it is a game to show how awesome you are. 

This is not a bad thing, but it is still amazing to see them update this game and move it forward. I am so damn excited to start hearing about their ideas on this. It still has to reach the goal of…

Damn…

155,000. They are currently around 137,000. Just 18k more to go. That normally seems like a crazy number, but they reached their current total in just a little over a week.

But if you haven’t backed this, GO DO IT NOW!

12/5/12

Why I think Evil Hat is the best. Period.




This doesn't mean I don't love other gaming companies, because I do. I spend quit a bit of money on other gaming companies. This is just why I love Evil Hat the most. :)

This story goes back a few years to my time in New York City.  June of 2008 to be exact. I was going to a mini convention in the city and one of the games people were talking about was Spirit of the Century. Now my gaming background comes from D&D, Call of Cthulhu, Shadowrun, etc. The old school games from the late 80’s to early 90’s.

I was also in the midst of being burned out on gaming. My group had been playing D&D 2nd ed, and we moved on to 3.5…and I really, did not like it. Part of it is that I was burned out of D&D anyways, but 3.5 never really clicked with me. I played it a bit, but never enjoyed it.

Then I played Spirit of the Century.

I had not played any of the “indie” games before and it blew my mind. Just in the ways aspects are handled and the cooperative character creation. I could not believe it. Gone were the days of randomly dungeon crawling for no purpose. To be fair, I am not talking about our games for the most part. My friend Henry runs a pretty mean 2nd ed. But that is what most of D&D did turn into for me. Just let’s go kill stuff and gather gold.

So after playing this game I immediately went online and bought the game, and also Don’t Rest Your Head.  Not long after I found out they were making games from one of my favorite series. The Dresden Files. I then began my campaign to be a part of their playtesting. It wasn’t as bad as it sounds, but I did make myself a nuisance probably for a bit.

I was selected and life was awesome.

But the cool part about this was at this time we were making our own game. I asked Fred a few questions about game design, and he graciously answered them with quickly and with respect. This was before Google+ and everyone was blogging to get the world out on things. It was just damn cool of him to take time out of his life and answer questions to a fledgling game designer. He might say it wasn’t that big of a deal, but it left an impression on me.

I have always been impressed with Evil Hat. They go about game design and how to run a company doing that in a way that I have always appreciated.  The way they always try to answer questions. They started sending out .pdf’s to anyone that bought any of their products. Also, their honesty. The DFRPG game took much longer than they thought, but they were always there to tell you what was going on. Not making excuses per say, but at least with an answer. Was it an answer a lot of people liked? No, but silence is always worse.

Now they have made quite a few other games as well. So, the company has been doing well for itself for a while and yet there was always that rumor of the Fate Core book coming out. Sometimes I thought it would never happen, especially as time goes on. But every once in a while you would hear a small nugget about it. Just enough to make me go look for it again. Eventually the made the Fate website and started updating it as well.

So, now the book is in kickstarter. I have seen some crazy kickstarter’s and this if you asked anyone outside of the gaming sphere, would not be categorized as such. Like the freaking Shadowrun one that raised almost two million? Wow. But this has been really damn impressive to watch. They made their first goal in 12 minutes. As of right now, they are over 70k and it hasn’t even been 48 hours yet.

And the rewards? Nuts. People in the industry writing modules and mini-campaigns, and a tool-box for the game. A magical one and another just to help the game be more awesome. It will be in hardcover, since that was one of the first stretch goals. And on…and on….and on.

I mean, shit.

I have known the Fate community would love this book. Hell, even Fred knew that. But did anyone see this coming? They have almost 2400 backers?

All of this proves that I am kind of an Evil Hat fan boy at this point. Also, that they are the best damn gaming company out there. That is my opinion, so those of you that do not agree, don’t get your knickers in a twist. Is just what I think. :)

Oh in case you weren't convinced. Look at the freaking picture at the top. A cop with a gun, a female samurai (or ninja or just badass with a sword) and a huge gorilla that looks ready to take someone's head off. Enough said.

11/27/12

Do I not know Fate as well as I thought?


Wow, I really need to read more of Fate.

Especially since the game we are making is using the system. This is what happens when you haven’t really gamed in a while and realize that you must play the game to really understand it.

I played the Dresden Files rpg over the weekend. It isn’t that I forgot EVERYTHING. But I did forget enough for it to bother me. I need to know this system, inside and out. I may know 90% of it, but then 10% showed up this weekend and that is not acceptable.

I have to start taking this more seriously. I own four fate games. DFRPG, SotC, Bulldogs, and Diaspora. My plan is to start playing these games more via in person, or google+ hangout. At some point I would really like to get a good tablet, so I can use the pdf’s instead of the books. But that day is not today.

So, here I am. Upset about not being able to remember magical rules and realizing that I need to know the system better. Every bit of it.

Just found the whole thing embarrassing. No one else knew it at the time, but that doesn’t matter. What matters is that I need to get off my ass and start doing real work on this.

Otherwise it is just yet another in a long line of things that I want to accomplish, but don’t.

Time to get to work.

11/18/12

My dungeons and dragons hypocrisy...


So a good friend of mine has decided he wants to run a 2nd edition Dungeons and Dragons game. I said I was interested in play. If anyone has followed me at all the last few years they know how I feel about D&D at this point. For those of you that do not know, let me explain.

The very first game I ever played (way back in 1991), was D&D. Except for the first encounter where I died and nearly quit the game forever (a story for a different day), I became hooked. It was not the easiest game to learn, but I got the hang of the rules and such and enjoyed myself.

It became a gateway for other games as well. Call of Cthulhu, Shadowrun, Cyberpunk, and Champions to name a few.

But over the years something happened.

I got burned out of the game. Our gaming group played it pretty consistently for a few years and I just lost all the desire to play the game at all. We used 2nd edition, which was the game I started playing back in the day. We then decided to go to 3.5, which is where my disconnect began. I have never liked any other version other than 2nd edition, and that has not changed to this day. I especially have no interest in 4th edition, or the 5th that is coming out.

But I also began to have an irrational anger toward the game. This was right when I started playing indie games such as Spirit of the Century, Dog’s in the Vineyard and the like. I was fascinated by the newer games coming out that seemed (at least to me) be more about the story and less about the fighting.

So, for years I have argued against playing the game and focused on the indie games I love. If someone brought it up in conversation, I would voice my displeasure and move on.

That brings us to today. My friend never even thought of asking me if I would want to play…for obvious reasons. We were together last night with a few other people and it came up and I said I would like to play. He seemed shocked, especially since I think I had even made a comment out D&D earlier.

I am such a hypocrite. But I also just want to game and the 2nd edition D&D is one that I know and can at least enjoy.

I even find myself oddly looking forward to it. Now I am off to amazon to find me a 2nd edition players handbook!

10/20/12

Discipline or bust...


I don’t know how some of you do it.
One of my biggest problems when I am trying to write my novel, or create the game we want to create, is the fact that I am so easily distracted. Also known as not very disciplined.

It is something I have struggled with for years, but it just pisses me off. I can get rolling on something and things are going great, but it hardly lasts for an extended period of time. This is really noticeable due to the fact that on Google+, I am associated with A LOT of game designers. This isn’t a bad thing, as I have gotten read about other people own journeys in game creation.

But the thing I have noticed is just how many people that can work consistently on their games. I really want to be able to do that, since making a Fate based game is something I have wanted to do ever since I played Spirit of the Century for the first time. It was driven home even more, when I was lucky enough to help playtest the Dresden Files Rpg. So, this is something I really want to accomplish.

But therein lays the rub. I have to find a way to get more disciplined, or it will never happen. It is not a switch I can just turn on, but it something I really am trying to work on.

So, I am wondering what other people do when they feel their discipline doesn’t seem to be enough. How do you keep the momentum going in order to be creative?

7/15/12

Gaming day! 7-14-12

So, yesterday was an interesting day at the gaming day. It lasted all day and was in Pittsburgh, and it proved so much just how important an efficient GM can be. 

The day started with Spirit of the Century. THe idea was to play the module called Hell comes to Hollywood, which is a tie-in to the book Dinocalpyse now by +Chuck Wendig The premise was simple, the wold has been attacked by dinosaurs! You must defeat them at all costs!

It was a lot of fun. I played a sneaky type chraracter, while the two others played an academic, and a bruiser. It never got TOO hard, but was hairy a few times, but overall we overcame all of the obstacles and saved the day. The only down side to the day was that since it was such a fighting kind of game, our academic did get to do as much as she could have. She did have guns and had a few good moments, but nothing that really showcased whom she is. That is not anyone's fault since it was a one shot game that took place in about 3 or so hours.

But the gm did a great job of moving the game along and I was reminded why this game is so awesome. You can do whatever you think you can do, you just have to be creative and be able to explain clearly what you are trying to do.

The second game was called Monster Hearts, which is hack of Apocalypse world (there seems to be a few of those), where you played angsty teenagers at a school. Yet, the characters in our game was tho chosen (think buffy), a ghost, and a third I cannot remember, but it had something to do with snakes.

The rules of this game were a little odd to get used to at first, since that is the way apocalypse world apparently runs. I am not going into the mechanics cuz I still don't feel great and don't have the energy to remember them. Needless to say there were interesting, but the person that ran the game did a good job of moving things forward.  

The last game of the night was Call of Cthulhu, one of my all time favorites. This did not go well at all. First of all, the GM did not do a good job (at least I think) of running it. It is a four hour one-shot and we spent the first almost an hour making fishing and cooking checks. We were on a boat in the everglades, but I have a philosophy that you do not roll for things that don't matter. The game turned out to be someone that wanted to play CoC as a D&D adventure. CoC is not really that kind of game. You're job is usually trying to investigate what is going on and try to find a way to fight the creatures....without fighting them head on if you can. Cuz that way leads to death.

Just never got into his style and all he wanted to do was throw a bunch of people into a situation where they had no choice but to fight. That is not what this game is to me..and I was not enjoying it before I got sick again. Which was bad, toothache, nausea, dizziness. Awesome!

Just not a good time in that game, but a good day overall.

7/1/12

So, I guess I still really don't like the D20 system.


Apparently, I still have a major dislike of anything d20.

This is not me bashing the system as much as just realizing that I don’t want to have anything to do with it.

To be fair, I got into gaming playing D&D 2nd ed, and still have fond memories of that game. It was the game that got me into gaming in the first place. So without it, I may have never got into gaming at all. For that I am grateful.

It started in 1991, and I played that game (along with others such as Call of Cthulhu, cyberpunk, champions, etc.) for a good decade. Then I had a few years where I did not play anything, mostly due to not being able to find people to play with.

Then I moved to NYC in 2003 and started my own sci-fi/fantasy book club. From that I found people wanting to game, and we started playing 2nd ed again. It was fun, especially getting to introduce new people to gaming. I had a blast.

Then it changed.

I started to get bored with the game, and a few other things happened at the same time.  The first thing was an introduction to the indie game scene by playing Spirit of the Century. This changed how I viewed gaming and I started to go into a different direction. The second thing that happened is that we started to make a game and I realized our game was just a clone of D&D.

I don’t think we meant for that to happen, but it did.

Not to mention at this time it seemed like every game was becoming a d20 game.  Or it could be that I was so burned out of D&D that it ruined other d20 games as well.

So, anyone that knows me already knows this.

But last weekend we were at half-price books, and I came across and old star wars box set for 7 bucks. Part of me remembered that Wizards made a D20 star wars game, but I blocked that part of my mind and could not wait to get back home. See, I had played star wars years before it was a D20 game and it was AWESOME.

So, when I got home, I started reading the book and realized it was the Wizards version which was D20. It was so disappointing to me, and once I got a few chapters into the game, I was already done with it. It just annoyed the hell out of me. lol.

So, apparently, even though I have not played a d20 game in probably 4 years or so, I am still annoyed with the system enough that I don’t even want to read the book in a setting I love. This may never change, and if that is the case, that is ok.

I have enough indie games I love to make up for it.

The last week....


So, this is what has been going on lately.

Chris and I got together last wed night and talked about our game. It was a good evening of talking about setting type things. About how the Fury (a huge storm that ravages and heals the world) is going to work. Which is very important since the entire world is affected by this.

Also, we talked about starting a timeline of the world. To understand the present, you also have to know the past.

We are mostly just brainstorming right now about the fundamental aspects of the world. I am going to be working on Fate mechanics in between our weekly discussions.

The nice part is that I am reading Spirit of the Century now, and bought the Dresden Files rpg (yay!) again, and Diaspora is on its way.

Also, I am about to join a Dresden Files game with some people. I am really excited about that since I love the game so much. It should be fun making a character and actually getting to play Fate. I tend to be the one who runs is, so when someone else does I am very happy.

Other things I want to play? I really want to play the One Ring. I have not been as excited about a game in a while as I am about this one. I still need to buy it at some point and wished I had broken down and bought it on Amazon (it was like 37 bucks dammit).

6/17/12

The first step? Research

So, we finally got started on working on the game again. There are a few things we have to figure out, but overall I am just damn glad to be started. But a name would be nice, and the old name "perdition" just doesn't feel right anymore. The name of the world is Kushara, and I am writing a book that is going to be tied into the game. The name of the book is Kushara's Fate. I have no idea if they will be the name of the game, but we will figure that out eventually.

So, the first thing I realized I had to do when we agreed to make the game with Fate as a foundation? Well, other than creating an entire world and brainstorming with Chris. :)  Next? Read Fate again! I know some of Fate pretty well, since I have played Spirit of the Century, and was part of the Dresden Files play-test. But that doesn't matter, in order to really dig into the system, I have to read it all over again. So, along with those two, I am also going to read: Bulldogs, Diaspora, The Kerebos Club, Legends of Anglerre, and Starblazer's Adventures.

Those are all different games using the Fate system, so reading all of them will give me a feel for how they went about it as well. I especially want to read Legends of Anglerre, since it is the only other fantasy game like mine on the list. It was made by Cubicle7, and they already have a companion book out for it.

So, with each book I am going to be taking notes and trying to come up with ways to tweak the system to fit the world we are making. I will go into more about the world on my next post. But, the question is always how much you want to keep of the OGL, and how much do you want to tweak it. It isn't an easy thing to figure out, and luckily not something we have to figure out today.

Another great thing is Google+. There are so many people on there with so much information and most of them are willing to go over ideas I have for the game. That is just a great source to, and I am damn appreciative.

REALLY, appreciative.

So, now I got back to reading Sotc. :)

p.s. don't forget to vote on my poll.


6/12/12

Ahhhh....game design!

So, tonight was very productive. Sat with +Chris Whissen and talked game design for a few hours. We have decided to make our game with a foundation of Fate...which made me happy since that is what I have wanted to do since I first played Spirit of the Century a few years ago.

The world is inspired by The Codex Alera in a lot of ways. No furies or anything like that, but mostly a world based on the four elements. Every character will have some link with one of the four and there will be A LOT of political things going on since the focus of the game is a faction that is trying to rebel against the "empire". So there will be betrayal, fighting, exploration, politics, and much more. :)

We worked on this a few years ago and have all of the stuff still, but now we are creating our own world from scratch and trying to decide just how big it should be. But taking things I love from Sotc and the Dresden Files rpg. I still  have to check the OGL on the game and such, but we want to take everything we love about the Fate system and give it at epic fantasy twist. 

For now, I am just very happy to get started again

9/9/11

Fate Part 2. The games of Fate


So, I thought the next thing I would talk about is the actual games that use the Fate system. I myself have only read three of them, but that will be changed as soon as I can.

So, I will start from the order I have came across them. This is only listing the Fate games, not the ones that are motivated by the system.

Be warned, this is a long one.

Spirit of the Century by Evil Hat
The deadly Doctor Methuselah seeks to unravel time itself with his solution to the Eternity Equation… Gorilla Khan stalks darkest Africa from conquered Atlantis… Mad scientists, strange sorcerers, and power-hungry dictators all seek to undo the fate of humanity. It’s the final century of the second millennium – and you are our last hope!

Ah, where it all began. This is such a fun game, and if you like pulp, even a little, you will have so much fun playing this game. The nice thing about SotC is that it is actually set up for you to win, it is up to you to determine how well. I say that not as a slight to the game, because you can still get your ass handed to you in it, but let’s face it...you are in the Century Club. You are the best of the best. You SHOULD win. Besides, getting to fly across the room using a chandelier, or save they day with a jet pack? Awesome.

The Dresden Files Rpg by Evil Hat
The world is getting weirder. Darker every single day. Things are spinning around faster and faster, and threatening to go completely awry. Falcons and falconers. The center cannot hold. But in my corner of the country, I’m trying to nail things down. … I don’t want to live in a world where the strong rule and the weak cower. I’d rather make a place where things are a little quieter. 

My name is Harry Blackstone Copperfield Dresden. Conjure by it at your own risk. When things get strange, when what goes bump in the night flicks on the lights, when no one else can help you, give me a call. 

I’m in the book.” 

Where to even start here? I am such a huge Jim Butcher fan; it is a bit sick at times. So when I found out Evil Hat was making this game, I immediately tried to get on the playtest.  Which I did. :) That was one of the more rewarding experiences I have ever had gaming.

But the thing about DFRPG is that it is just the opposite of SotC, in the fact that the world in this game is brutal. I still believe you are supposed to succeed in Sotc; there are not such guarantees in DFRPG. You can make a badass character in that game that does some impressive things. Yet, there is still always something hiding in the darkness that can take you out. If you have read the books, you will love the game. If you have not, there is enough that you would recognize to be able to catch on quick.

Diaspora by Vsca
Humans have been in space tens of thousands of years, and societies have risen and fallen so many times that no one remembers where we came from.

Colonies huddle together in clusters of a few star systems connected by slipstreams — artifacts of the cosmos, or perhaps a forgotten technology. Only the slipstreams allow travel faster than light. Apart from that, spacecraft make do with reaction drives, dumping heat as best they can.
Lost technologies of a fallen civilization thrum beneath your feet. Just the other side of the slipstream live the last dozen members of a post-Singularity culture bent on raiding your system for the raw construction material of its moons. It’s dangerous out there — and where there’s danger, there’s the possibility of profit, if you’re brave or crazy enough to seek it out.

I am currently reading this on PDF. It is slow going, but that is only due to the fact that I don't read anything on the computer too quickly. Typically, I am not a sci-fi guy, especially the hard kind. But after reading some of this, I am blown away with how well written it is, and how much it makes me want to create my own systems and play it. That says a lot. I will eventually have a review of this once I read it all.

Other Fate games

Bulldogs by Galileo Games
Who could be desperate enough to sign his life away for five long years? Desperate enough to take a job hauling volatile and hazardous cargo to the most dangerous places in the galaxy? Planets where the very air is a corrosive acid. Planets where the locals might cut your throat just so they can turn you into a nice steak. Planets where petty thugs and warlords are engaged in constant running gun battles and you’re just as likely to catch a blaster shot in the skull as get a signed delivery manifest.

You are, that’s who. Welcome to Bulldogs!

I am probably more excited about this game than I have ever been for any sci-fi game (except for the disaster that was the Serenity Rpg). First of all, the comparisons I am hearing are that of Firefly. I get giddy just hearing that since Firefly is one of my favorite things ever. So, I hope to get this one sooner rather than later. 

Legends of Anglerre by Cubicle 7
Legends of Anglerre shoves a massive battle-axe in the hands of the characters. Play action-packed fantasy using gritty adventurers on paths to greatness; epic heroes leading mighty armies and noble kingdoms; mythic questers traversing the many planes and battling the gods themselves.

The fate of the world hangs in the balance. Danger is everywhere - and great adventure. Will the flickering lights of civilization grow stronger, or be extinguished forever by darkness? In these perilous days, the world cries out for heroes.

This is the next Fate game I am really excited about. Mostly to see how well an epic fantasy game works with fate. Especially since I want to make one at some point.

Starblazer Adventures by Cubicle 7
Starblazer Adventures is based on the classic British comic series, Starblazer, from the 1970’s and 80’s. Each of Starblazer's 281 issues explored a whole adventure set within the vast galactic empires of the far future. 

Choose from 8 alien races or play whole star empires! There’s over 100 worlds, 70 heroes, alien races, monsters & starships. There’s an introductory adventure & tons of support for Story Tellers including adventure seeds, several plot & planet generators and over 400 pieces of inspirational art! Watch out for online adventures, supplements and adventure tools.

I know nothing at all about the comic book series, and I am not really into sci-fi all that much.  It is also over 600 pages long and that intimidates me. :) I will get to it however.

The Kerberos Club by Arc Dream Publishing
The Kerberos Club is a complete roleplaying game for thrilling superheroic and steampunk action in Victorian London. It includes a treatment of Victorian society in its every particular, especially the incredible and sometimes awful changes that "the Strangeness" comes to wreak upon Queen and Country alike. 

Play the heroes and villains of a Strange century!  
"Stony" Joe Smithson, the honest London boxer transformed into living rock.
Doctor Archibald Monroe, the erudite chemist and physician-chimpanzee. 
Maeve O'Connel, Queen of the Mudlarks, the eternal child touched by Faerie.
The Lady Mirabel, who by darkness defends Whitechapel as the terrifying Night Hag.

When the victims and enthusiasts of magic and bizarre science meet in an infamous club for "the Strange," thrilling action is sure to follow!

I honestly don't know what to think about this setting. It is the one I have concerns with only because I am not that much into the Victorian Setting. Or steampunk. Saying that, I am still intrigued to see how well the setting plays out, and to see if it can hook me into wanting to play it. It is one of those things were the more I hear about it, the more I want to read it.

Strands of Fate by Void Star Games
Strands of Fate contains everything you need to tell stories of adventure, action, horror, and intrigue set in any genre. Whether it’s classic fantasy, urban mystery, dashing super heroes, or far future action, this book is your guide. Strands

utilizes the FATE roleplaying game system and provides the Game Master with all the tools he needs to get any campaign, of any genre or power level, off the ground and running in minutes. 

This is the Fate game I have the least interest in.  I find it interesting that they are creating a game for any genre. I normally don't like that much and would rather have people concentrate on one specific genre, but I have heard some good things about this title. Only time will tell and there is still some interest.

I think that is all of them, if it isn't let me know what I have missed.


9/8/11

Fate Part 1. Why Fate?


I will be blogging about different parts of Fate over the next months. I will try to do about one a week (if possible).  Over the next months, I also plan to try to get as many of the fate games as possible. There are a few of them out there now, and I look forward reviewing all of them.

So, I guess the way to start this off is to ask the question, why Fate? Actually, someone else had sent me an email on Google+ asking that question, so it seemed like a great place to start.

My friends and I had been gaming for a while. But the only game we ever seemed to play was Dungeons and Dragons, which was ok for a while. We played 2nd edition, and it has always had a soft spot in my heart, because it was the first game that I ever played and you never truly forget your first, right? But one of the problems with 2nd edition is when we brought new gamers into our group via our book club; it was a very difficult game to explain how to play. Just start with Thac0 and watch their eyes glaze over.

So, over time, I started getting burned out of the game. Tired of just running around killing everything. I had not ever played an “Indie” game before, and we even tried to mix it up a little by playing Vampire: Dark Ages and then later Shadowrun. Which I am not a huge fan of either of those games, especially the later.

Then I joined a group in NYC called www.nerdnyc.com an online community where people meet others that like the same things and you get together and actually do them. Shocking, I know. Now a lot the people on there are D&D fans (which is fine), but it is a very diverse group of people.

So, through them, I found out about a small gaming convention taking place in NYC, and I went. At the con, I stumbled into a game called Spirit of the Century. I had never heard of the game before, and sat down to play it. It was so much different from what I was used too, and it took a bit fore me to get used to the fact that I wasn’t really combat oriented. The use of aspects, instead of your typical attributes was confusing at first. But after playing it for a few minutes, I loved it. It didn’t hurt that SotC is a pulp game, and I love pulp.

So after that, I immediately went online, found their webpage, and learned about other games they had made. Then something crazy happened. I found out they were making a Dresden Files Rpg.  What? At this time, my friends Chris and Amy had already gotten me addicted to Jim Butchers Dresden Files, and I was really excited about this.

The first thing I did was sign up to be one of their play testers and was approved. I cannot even explain how excited I was to hear back from Fred Hicks on this. I created a group on Livejournal so people could talk about the playtest experience and even got my own group to help with it.

At this point, I was hooked on the Fate system. I loved how simple it is for new gamers to actually pick up and play, and there is something awesome about when a player actually gets how the aspects work. You can see the light bulb go off when they truly get it. But the system allows you so much control as a player, which is nice to be able to push the game in the direction you actually want it to go. Not to mention, it is more about role-playing than combat.


The funny part of all this is as much of a fan as I am of the system, I have played SotC four times, and I have yet to play Dfrpg. I am hoping that will change cuz when I start our Dfrpg game up again, someone is going to rotate in, so I can actually play.  I have also recently started reading Diaspora and it is very interesting and very well written.

9/4/11

A positive vibe on Google+

So, last night, two things happened that are connected. Jess Hartley typed up a version of something she called her Google+ Manifesto. The second thing is that Tony Love forwarded a post by Ardith Goodwin talking about having a Google+ welcoming committee for new members that are still trying to figure things out.

They are both connected because of how positive they are. One of the things I have learned over the last 4 years, as I dove head first into game design, is how cool the gaming community is (with a few small exceptions). I know that sounds simple, but not all communities are like that, and they can be very cutthroat. Especially in a community where it can be perceived that people could be rivals. A lot of them are making games and trying to sell them.

I knew nothing about this, and was just starting (along with my friends) at thinking about making a game. Playing around with idea on Rpg.net, I met Eloy Lasanta and had some great conversations about game design. He was not the game making rockstar he is now, but a guy making his first game. It was really cool for someone that was trying to do his own creation to stop and talk to me about mechanics and game design for my own game.

Then I was lucky enough to find a game called Spirit of the Century by Evil Hat. I found out they were making a Dresden Files rpg and I was lucky enough to playtest the game. Through that I got introduced to Fred Hicks. Whomhas always been someone that will honestly answer questions about the industry and game design in general.

I use these two as an example, because they are two different type of game designers, but both of them have always tried to be as helpful as they could be. I think that is too easy to overlook in the dog eat dog world we are in.

But back to the original thought of positivity and Google+. The two posts I mentioned at the top both his me in different ways. The Google Manifesto by Jess Hartley was very well written. I joked last night that I was too tired to write something that well and was going to steal hers. We all want to say something was "written" by us, but if someone can manage to convey the though you are trying to express  by all means use it instead. I know this, cuz I tried to write my own this morning, and it never seemed to "pop" like the one she wrote. That is fine, it isn't a contest and I have no problem with using her manifesto. :)

Then the welcoming committee idea I found fascinating. An example was given of how someone can be going to a con and there is someone there to greet them and to direct that person to things he or she wants to see or do. Part of the reason why Google+ is so successful, is it introduces people to others they DON'T know. I know that sounds like the way any social site is. But I don't think so (at least not for me). Facebook has people that I have known for a while and that is pretty much it. I have a few gamers I met over the years, but nothing like this.

So having a welcoming committee is an interesting thought. Meeting people is the goal, right? Whether people want to admit it or not most of us want to be liked by others. Oh it varies from one person to another and it doesn't have to be someone's whole point of existence. I am not talking about a popularity contest where people are just trying to see how many people they can add (saw that too much on FB), but trying to meet people that share their interests. 


So, I applaud the thought behind this. The wanting to help others enjoy this new medium that we all love. In a world where we can get just a bit caught up in our own lives and thoughts, it is nice to see people want to help. 

8/31/11

Setting is everything...

I did a post talking about mechanics a few weeks ago, and how problematic they can be.  Mechanics are an important part of the game, but it is never what hooks me into one.  Don't get me wrong, there are mechanics in a game that I really like, but that is never why I want to play the game.  

But that is never what actually hooks me into a game.  First thing is always the setting.  I look at the games I have loved in my life, and the first thing that usually sticks out is the setting the game uses.

  • Call of Cthulhu.  Dark, gothic setting based on H.P. Lovecraft stories.
  • The Dresden Files Rpg.  Urban fantasy setting, based on The Dresden Files by Jim Butcher
  • Dogs in the Vineyard.  Set in the Old west, tumbleweeds going by, rough land and people.  
  • Dungeons and Dragons.  We played in the Forgotten Realms setting, which I love
And others that I may not have liked (or haven't playe)
  • Vampire: Dark Ages
  • Shadowrun
  • Dread
  • 3:16

So, to me, setting is one of the most important aspects of the game.  But there are a few types.  

There is a physical setting the is created from the ground up.  The Forgotten realms setting is like that.  They created people, places, gods, maps, etc.  So much information that you as the GM just have to find a place to start your adventure.  I am a big fan of this type of setting.  I love information about the world and it was the first rpg I ever played.

Then you have something similar, but a little different.  The Dresden Files RPG has a world of canon that if you have read the books, you are very familiar with.  Yet, you also get to create the city it takes place in, along with places, npcs, aspects, and characters.  Amazing stuff.  I love both of those, because they have so much information about the world.  I am an information junkie.

Then you have games where the setting could be entirely based on a time period or genre.  Spirit of the Century based on the 1920's, where you characters are pulpy.  Again the location of the game can be wherever you wish, but the setting itself is based on the pulp aspect of it.    

Then you have a game like Hollowpoint, where the setting can be whatever you wish.  But no matter what, you are a badass that has a job to do.  Kicking someone elses ass.  You can do all kinds of actual settings for this.  You can be renegade cops, starship troopers, assassins, knights of the crusade, or the seven samauri. The setting is inter-changable

The bottom line is this.  I love settings, and that is how I get hooked.  This is why when talking about our own game, I want to nail the setting.  We are creating a game from the ground up, which is a daunting task.  But one that I am excited for and I think it will be awesome.

8/1/11

Character death


A lot has been said today on Google+ concerning character death in rpg’s. So, I thought I would put my two cents in.

I think a lot of it depends on three things. The game you are playing, the GM, ad your fellow gamers.

The game.  Dungeons and Dragons has always been a game that you could potentially die. It is a combat first game that has only gotten more so as time goes by. My very first D&D character(and first rpg experience) did not make it five minutes in the game. I have seen seriously bad ass characters bite it cuz the GM rolled a few 20’s and wiped them out. It has happened to me both as a player and a gm.

Then you have a game like Spirit of the Century. I am not saying you cannot die in this game, because you can. But I have always felt like it was a game that the pulp heroes are created to succeed. Oh and look awesome doing it. Swinging by a chandelier, defusing a bomb, escaping off of a airship that is on fire…those type of thing . But then you take the Dresden Files, which uses the same Fate system for the most part. All of a sudden, you can g.t taken out fairly easily (or concede). Is just how much more dangerous that game is.

 Last, you have Call of Cthulhu. Not only can your character die, but it is just a matter of time until you lose your mind. I love this fucking game and need to play it again. Sorry, I do tend to get distracted b all things Cthulhu.

Yes, there are other type of games out there, this was just a small example. 

The GM.   This can so many ways depending on whom is running the game. I used to game someone that was a marine, and it was damn duty to try to kill us…oh and quickly. But I have also ran with people that seem to shy away from trying to kill you. Make your life difficult, but not kill you

I am somewhere in the middle. I want there to be a threat of death, but I don’t want it to be all the game is about.

Oh, and don’t think that the GM isn’t affected by his mood. I once went into a situation just after fighting with my girlfriend at the time. I was in a pissed off mood and because of that wanted the players to die. It isn’t really cool when this happens, but it does.

Fellow gamers.   Again, not everyone has an opinion on this. But not knowing how they will react can bring an epic sized temper tantrum.

So a few tips about character death. Especially when it comes to new gamers.
  • If it there first time playing, you may not want to kill them. Remember the D&D character I mentioned earlier? It took me almost three hours to have people explain the game and make a character. It was D&D 2nd edition and I made a wizard. I had 3 hp, and I died in the first fight. I was so pissed I almost left and to this day have never played a wizard in any other game.
  • NO ONE likes to die their first time out. You want them to come back, not be pissed off that the DM killed you. Gaming should be fun and people want to do kick ass things. They cannot do that if you are killing them five minutes into the game. Give them time to enjoy it as much as you do…and then kick their ass. J
  • Don’t assume you know how they will react. In that same campaign of D&D (about 3 years later) another play had a seriously bad ass wizard. Powerful spells, magic items galore, etc. His character died by a dragon. He was so pissed off, he quit the game and never came back. Was a bit much really, but was a serious hissy fit.
  • Talk about it. It helps if you are on the same page. If you are running the game, ask your players how they feel about it. Hell, if it is that dangerous of a campaign, they may even make a spare character just in case. I have done that.
  • Don’t be a dick. If you do kill a character, try not to gloat about it. I have seen that and it is just such a douche move. I have been on both sides of this and when you realize just how much of a jerk you were….that is such a crappy moment. You can lose the respect of everyone at your table quickly this way.
Keep in mind that theseare just my opinions, and if you don’t agree with them…that is fine.

7/15/11

What is an Aspect

Before I go any farther on my DFPRG game I am running, two people sent me emails asking what Aspects are.  So, I wrote up a post about them. 


The main character attributes in DFRPG are called aspects. This is something that the Fate games do to create characters, such as Spirit of the Century.   Instead of having a strength, dexterity, or any other type of typical game attribute, you will have aspects.  Aspects basically help the player define everything that is important to your character and what makes them unique to each player.  Aspects can be anything from catchphrases, beliefs, items, descriptions, relationships, or anything else you can think of that helps describe the type of character you want to play.   

Examples.  I tried to use some from my game or previous SOTC games.

  • Beliefs: Good shall overcome, United we stand
  • Phrases: “I see magic”, “We can build it we have the technology”
  • Descriptors: Thirst for knowledge, Eerily beautiful, Stubborn to a fault, Sometimes a little drunk
  • Items: Sword of the Cross, my favorite gun Vera, Yoke of the tyrant
  • Relationships:  Necromancer’s apprentice, Tyranthraxus' bitch, Unrequited love
  • Others: Calling in a favor, Alone in the World, Strange world, Incompetent ally, Nick of time, Wrong place right time, Shoot first ask questions later, In over my head,
  • Scene aspects. Crowded, Shadows abound, Compact, On fire
How this works in the games is that you use Aspects to gain or spend fate points for your character.  Fate points are used to give your character a bonus, and you earn them when the aspects make your life a living hell and cause complications for your character.  Here is how they are used:

Invocation. You can spend a fate point and then describe how one of your aspects is relevant to this situation, and either get to re-roll the dice, or get a +2 bones.  Example.  Your character was attacked by a Red Court Vampire and you are fighting for your life.  You make a defense roll, which you fail miserably.  You could then invoke your “In over my head” aspect and re-roll the dice.  It is relevant since you are fighting a freaking vampire.  

Invoking for effect.  You can spend a fate point to describe how one of your character’s aspects allow you to make a declaration.  Example.  Your character is in his office, and he can hear something monstrous breaking through the front door.  Alas, you are not armed.  You could spend a fate point and use the aspect “My favorite fun Vera”, to say that you always hid the gun in the closet in that room.  Since you spent the point, this is now true.  Now you at least have a gun and you turn to fight whatever is coming through the door.

Compel.  This is my favorite.  The Gm’s job is…well to make your characters life miserable, right?  The GM can (and should) use your aspects to put you at a disadvantage.  Well, when this happens in DFRPG, you can either receive a fate point (for accepting the complication), or you have to spend a fate point (to avoid the complication). Example.  Your group is searching Central Park for signs of a raging Lycanthrope that was spotted attacking mortals.  The GM then offers your character a compel on “Alone in the world” aspect, saying that you found the Lycanthrope, but you are all by yourself.  Oh and it is attacking you.  You accept the complication and you gain a fate point.  Or you could have said no, stating that you did not want to leave the group.  But if you do that, YOU lose one of your fate points.  

Another thing that is great about compels?  It allows the character to compel themselves.  I know this sounds funny at first, but let me tell you something…when players learn how to do this, it is golden.  It allows the characters to take the game in a direction they want it to go.  Example.  Your character just got back home after fighting an ogre.  You decide it is time for you to move the story to something you want.  You compel your “Slow-burn of vengeance” aspect and state that when you got home, there was an envelope taped to your door.  Inside the envelope was a picture of your sister and a tape piece of her hair.  Now, you have to rescue your sister and man does this complicate your life.  You get a fate point (in my own game, I may even give you two for something like this).  

Tag.  On any aspect you create or discover in a scene, you (or another player) get the first invocation for free (without spending any fate points). After that, it costs one fate point for every time you tag that particular aspect.  Example.  Your character is trying to break into a warehouse because your contacts told you there is a shipment of Third Eye located there.  You decide to make an assessment roll to see if you can find a weakness in the warehouse you can exploit.  You make the roll (using your burglary skill), and you find out there are “lazy security guards” on the premises.  This immediately becomes a scene aspect.  Then as your character attempts to break into the warehouse, you can tag the “lazy security guards” aspect once for free.  But every time after that, you have to pay the normal price of one fate point per tag.  As I said, the nice thing about this is anyone in the party can tag that aspect the first time for free.  This really gets helpful in combat.  

In DFPRG the two most important aspects are High Concept and Trouble.  High Concept is basically what your character is.  Example.  Taoist wizard of the Sun Family, Werewolf Curator of the American Museum of Natural History, and Dedicated Zengo  

Trouble is what will always be standing in your characters way.  It is always there and it will always bring your character conflict. Example.  Slow-burn of vengeance, Troubled vision, or Chosen Child.  

At the start of the game, each character has five aspects.  It is best to try to get as many different types of aspect as you can, especially those that you can both invoke and compel.