Gonna run a Con type game
Feb 11, 2013 19:46:56 GMT -8
Post by Deleted on Feb 11, 2013 19:46:56 GMT -8
I was inspired by all the talk of Con games by the Happy Jacks gang and my love of FATE to setup a little one shot using the new FATE Core rules. Then I chatted with my local FLGS owner and now I’m going to be running said oneshot to demo FATE to people at the shop in a couple of weeks. Likely March 2nd, been awhile since I DMed for complete strangers, so should be an interesting experience.
For the game I cleaned up a one shot I ran using the FATE 3.0 rules a year or two back. Its classic fantasy except the players will be the monsters sneaking into the keep of a local lord that is being protected from the Dark Lord’s army via a powerful spell. The monsters are all in the Dark Lord’s prison for various crimes and or failures and are scheduled to be sacrifices to the Elder Gods. The mission is thus their last chance to prove themselves worthy of continued existence. Thus they have three choices, either they are made sacrifices, die in the attempt on the keep, or break the spell and earn the Dark Lord’s favor.
Since FATE Core streamlines character creation a bit I decided to only partially pregen the characters and let the players finish it at the table, thus letting them learn some of that part of the system. Basically I picked the High Concept (essentially giving each monster a race and class), this should make it an easier transition for those who are used to traditional game as it gives them an idea of a role to strive for. Then I picked their Trouble so I have a better idea of what to plan for relating to compels. I could have left this open for the players, but this way I can have a list of compels ready which should speed things. Time being a worry I have about running the game for strangers. I filled in one of the three remaining Aspects to tie in with what I chose for the High Concept and they will have the Creation Worksheet with the blurb I wrote up to explain that Aspect as an example for them to do theirs. Finally I picked out three skills, one at Great, one at Good, and one at Fair to again flesh out the High Concept and reinforce the role I’ve given them and wrote up a single stunt for each of them. That leaves each player two aspects and seven skills slots to fill in as they wish so they have some customization over their characters.
The actually quest is fairly simple, but I’ve tried my best to give them plenty of options for a stealthy or combat heavy game. And though I haven’t tried this in FATE Core, the game I ran of it in FATE 3.0 acted as something of a playtest so I know the plot and such works, just have to adjust for the new rule set. The lower number of Aspects I think will speed things some as there should be less choice paralysis, but starting with only three FATE points might cause people to be a little stingy with using them at first.
I’ve got some plastic gold coins to use as the FATE points, and the character sheets are done. For the maps I got some nice sized printouts of the various floors of the castle I’m using as the Keep, its Orford Castle in Suffolk England. Now just trying to decide if I need anything else to up the production values as it were.
For the game I cleaned up a one shot I ran using the FATE 3.0 rules a year or two back. Its classic fantasy except the players will be the monsters sneaking into the keep of a local lord that is being protected from the Dark Lord’s army via a powerful spell. The monsters are all in the Dark Lord’s prison for various crimes and or failures and are scheduled to be sacrifices to the Elder Gods. The mission is thus their last chance to prove themselves worthy of continued existence. Thus they have three choices, either they are made sacrifices, die in the attempt on the keep, or break the spell and earn the Dark Lord’s favor.
Since FATE Core streamlines character creation a bit I decided to only partially pregen the characters and let the players finish it at the table, thus letting them learn some of that part of the system. Basically I picked the High Concept (essentially giving each monster a race and class), this should make it an easier transition for those who are used to traditional game as it gives them an idea of a role to strive for. Then I picked their Trouble so I have a better idea of what to plan for relating to compels. I could have left this open for the players, but this way I can have a list of compels ready which should speed things. Time being a worry I have about running the game for strangers. I filled in one of the three remaining Aspects to tie in with what I chose for the High Concept and they will have the Creation Worksheet with the blurb I wrote up to explain that Aspect as an example for them to do theirs. Finally I picked out three skills, one at Great, one at Good, and one at Fair to again flesh out the High Concept and reinforce the role I’ve given them and wrote up a single stunt for each of them. That leaves each player two aspects and seven skills slots to fill in as they wish so they have some customization over their characters.
The actually quest is fairly simple, but I’ve tried my best to give them plenty of options for a stealthy or combat heavy game. And though I haven’t tried this in FATE Core, the game I ran of it in FATE 3.0 acted as something of a playtest so I know the plot and such works, just have to adjust for the new rule set. The lower number of Aspects I think will speed things some as there should be less choice paralysis, but starting with only three FATE points might cause people to be a little stingy with using them at first.
I’ve got some plastic gold coins to use as the FATE points, and the character sheets are done. For the maps I got some nice sized printouts of the various floors of the castle I’m using as the Keep, its Orford Castle in Suffolk England. Now just trying to decide if I need anything else to up the production values as it were.