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Post by chronovore on Jul 16, 2017 19:35:19 GMT -8
I've used it now for 7 or 8 sessions. Fate Core is really good at letting theatrical action happen smoothly, so the larger problem has been… a lack of PC failure? I need to up the target difficulty on their rolls, it seems. And that is a problem my friends and I encountered. Do we make it a higher difficulty because they succeed to much, do we spend fate points to make it harder after they succeed, which just means they will spend more to succeed? PCs usually want to succeed, I've seen players spend so much just to succeed at seemingly minor things. In the end, it's like you said, just let them do awesome theatrical action! Just as you say! Part of my problem was just using "neutral" needs, not applying any kind of difficulty to the tasks. Which is to say, when they were rolling their primary skill, they'd add +4, and even with a Fate Dice result of 0, they'd have a +4 or "Great" result, and moreover had succeeded with remarkable success. Just shifting the needed roll to a +4 at least removed the "succeed with style"-ish effects from further skewing things.
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sbloyd
Supporter
WHAT! A human in a Precursor service vehicle?!
Posts: 2,762
Preferred Game Systems: Storyteller; Dresden; Mage
Favorite Species of Monkey: Goddamnit, Curious George is a CHIMP not a monkey! Stop teaching my daughter improper classification!
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Post by sbloyd on Aug 1, 2017 8:10:24 GMT -8
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Post by chronovore on Aug 1, 2017 8:31:51 GMT -8
Was juuuuuuust about to post this. Well found! This is such a lovely summary of the rules.
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carrotandstick
Apprentice Douchebag
Not a n00b. Not a bittervet. Just me.
Posts: 86
Preferred Game Systems: Fate
Favorite Species of Monkey: Librarian
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Post by carrotandstick on Aug 3, 2017 0:27:42 GMT -8
I'd love to run a game for you fine folks (including the hosts if they were curious) because Fate is my bag, baby. However, my timezone being Australian Eastern Standard Time syncing up, even with the JackerCon schedule, might be difficult. =(
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Post by chronovore on Aug 7, 2017 7:00:03 GMT -8
I'd love to run a game for you fine folks (including the hosts if they were curious) because Fate is my bag, baby. However, my timezone being Australian Eastern Standard Time syncing up, even with the JackerCon schedule, might be difficult. =( There are a few Jackerpeeps in Australia, NZ, and Japan, which is not a difficult schedule to manage, I'd expect! Let us know!
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carrotandstick
Apprentice Douchebag
Not a n00b. Not a bittervet. Just me.
Posts: 86
Preferred Game Systems: Fate
Favorite Species of Monkey: Librarian
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Post by carrotandstick on Aug 8, 2017 0:49:12 GMT -8
I'd love to run a game for you fine folks (including the hosts if they were curious) because Fate is my bag, baby. However, my timezone being Australian Eastern Standard Time syncing up, even with the JackerCon schedule, might be difficult. =( There are a few Jackerpeeps in Australia, NZ, and Japan, which is not a difficult schedule to manage, I'd expect! Let us know! Well, as per my last email on the show, shared fiction is god in Fate. What settings are people from that neck of the woods interested in? Also, lol: Preferred Game Systems: GURPS Currently Running: Fate Core
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Post by chronovore on Aug 9, 2017 11:49:07 GMT -8
I'm up for anything, though at work I'm sadly looking at the "when it rains, it pours" variant that strikes contract work, where the past six months have been nearly empty, my next five months look completely booked. I may not be available to play… :-(
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carrotandstick
Apprentice Douchebag
Not a n00b. Not a bittervet. Just me.
Posts: 86
Preferred Game Systems: Fate
Favorite Species of Monkey: Librarian
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Post by carrotandstick on Aug 10, 2017 0:47:21 GMT -8
I know them feels, man.
And I mostly ask about setting because of my recent email, where "clear shared fiction creates game rules" came into it.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 11, 2017 17:35:14 GMT -8
I don't know if it's been mentioned, but there's an episode of Tabletop with Wil Wheaton where Ryan Macklin, one of the designers, actually runs the game. That's probably as close to 'What is it supposed to look like?' as you might get. Of course, YMMV and of course Rule Zero.
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Post by chronovore on Aug 13, 2017 18:18:04 GMT -8
I don't know if it's been mentioned, but there's an episode of Tabletop with Wil Wheaton where Ryan Macklin, one of the designers, actually runs the game. That's probably as close to 'What is it supposed to look like?' as you might get. Of course, YMMV and of course Rule Zero. I think it was mentioned, but here it is again because it was pretty darned great:
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 14, 2017 12:32:41 GMT -8
I don't know if it's been mentioned, but there's an episode of Tabletop with Wil Wheaton where Ryan Macklin, one of the designers, actually runs the game. That's probably as close to 'What is it supposed to look like?' as you might get. Of course, YMMV and of course Rule Zero. I think it was mentioned, but here it is again because it was pretty darned great: One thing I find utterly amazing with the system, and I think I've seen it elsewhere but not as 'elegant'?, is how everything is The Same. A city basically is a character, a storm can be like a character, with giving traits and aspects.
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Post by chronovore on Aug 14, 2017 14:22:25 GMT -8
Yes, you're right!
I hadn't really noticed before, but just as the Players collaborate on how to build the Aspects of their campaign, the same spirit of cooperative fiction generation is then used to flesh out their characters' backstories.
PS: you may want to edit your quote formatting, above. PPS: drink
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 14, 2017 14:29:38 GMT -8
Yes, you're right! I hadn't really noticed before, but just as the Players collaborate on how to build the Aspects of their campaign, the same spirit of cooperative fiction generation is then used to flesh out their characters' backstories. PS: you may want to edit your quote formatting, above. PPS: drink Edit? Pshaw. I embody Ralph Nader's slogan "Unsafe at any speed!" Or Emerson's "When skating over thin ice, our greatest safety is in our speed." PS: Drank: PPS: Right back atcha.
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Post by chronovore on Aug 15, 2017 19:43:01 GMT -8
PPPPPPPPS: I'll get a beer.
Or a bear.
Wish me luck.
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Post by chronovore on Aug 24, 2017 1:05:46 GMT -8
So we had our first Contest situation; we had a fugitive fleeing the party through a back alley. I threw down Aspects for the party to use or reference: - Narrow, cluttered alley
- Local kiosks doing business
The four Players agreed that, because they were running down an alley in pursuit of one person, the Teamwork rules didn't seem to apply. They rolled individually to try and catch up with the fugitive. We used Athletics rolls plus Stunts for the Exchanges. The first Player to get to three Victories would win the Contest.
On the firs Exchange, two of four PCs had higher results than the fugitive. On the 2nd Exchange, the fugitive tried to create an advantage by pulling down a stack of boxes next to a kiosk, but failed, and lost the right to a Contest roll. On the third exchange, the fugitive completely bungled his Contest roll, and the PCs were able to surround and subdue him.
As GM, I wanted the PCs to catch the fugitive, but also to experience struggle while doing so. Unfortunately, having four Players collaboratively rolling against my one roll inherently was a huge advantage.
On review, I could have ruled things differently.
I could have just asked "Who is the fastest?" and then only let that person roll. But that feels obstructionist to the other Players' fun.
Or I might've said that the narrow alleyway meant they were getting in each others' way more than productively catching up to the fugitive, e.g. on the first round, set the number of success Shifts up as a virtual "Marching Order" to indicate who was in the lead, who was ahead of whom. We could then limit subsequent successes by that order, or apply negative modifiers as they struggle to pass the PC impeding their success.
Anyone have better suggestions on how to handle this type of chase Contest?
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