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.