Baarune
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Post by Baarune on Mar 14, 2017 12:09:30 GMT -8
I love the setting and have delved into the history and lore behind the games.
I see it as a sort of alternative to shadowrun but less gunny+fantasy.
any systems that you think would run this well?
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HyveMynd
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Post by HyveMynd on Mar 14, 2017 18:27:10 GMT -8
I'm not a videogame person, so are you talking about this Mirror's Edge? The one about parkouring couriers transmitting messages across a totalitarian utopian city? If so, I imagine you'd want a system that encourages players to interact with the environment and allows some sort of "momentum" asset. Fate Accelerated Edition springs to mind here. It would be very easy to use scene aspects to represent the environment (things like Narrow Ledge, Multiple Handholds, Slick Surfaces, etc.) as well as build up momentum (the Create an Advantage action would be great for this). Hey, that sounds like a pretty cool game. Thanks for bringing this up. I may have to do something similar. If all the characters have to be Runners though, how would you keep things interesting?
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Baarune
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Post by Baarune on Mar 14, 2017 18:37:51 GMT -8
I'm not a videogame person, so are you talking about this Mirror's Edge? The one about parkouring couriers transmitting messages across a totalitarian utopian city? If so, I imagine you'd want a system that encourages players to interact with the environment and allows some sort of "momentum" asset. Fate Accelerated Edition springs to mind here. It would be very easy to use scene aspects to represent the environment (things like Narrow Ledge, Multiple Handholds, Slick Surfaces, etc.) as well as build up momentum (the Create an Advantage action would be great for this). Yeah that's the right game. Fate Accelerated might be a good shout. I was thinking of just adjusting the difficulty of a roll to represent the different obstacles. The game is gonna involve investigating people going missing, so parkour will be there but not the main mechanic. I have been tinkering with this. as a super simple way to run a one shot. any feedback on it would be useful.
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HyveMynd
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Post by HyveMynd on Mar 14, 2017 19:13:35 GMT -8
Seeing that you made a 2D6 system made me think you could do this as a PbtA game. The triggers and results of moves could really help set the scene of parkouring off stuff.
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Baarune
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Post by Baarune on Mar 14, 2017 19:27:57 GMT -8
Seeing that you made a 2D6 system made me think you could do this as a PbtA game. The triggers and results of moves could really help set the scene of parkouring off stuff. Not got much experience with PBtA. Same with FATE accelerated, Im aware of them and the general mechanics from the podcast. but have been playing in one long campaign the last year or so. Are there any PBtA games you know of that would fit this, or would i need to be writing out a setting book/house ruling allot? Which is very enticing for the future, but i am currently just planning a on-shot. BTW have just skimmed FATE accelerated and it seems similar in a few ways to the one i threw together.
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HyveMynd
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Post by HyveMynd on Mar 14, 2017 19:47:15 GMT -8
I can't think of any existing PbtA games that would work without some heavy hacking. And if you're going to put that much work into it, you might as well write your own hack from scratch.
For a one-shot, Fate Accelerated Edition is probably your best bet. No need to hack anything or change any rules at all. The six Approaches of Careful, Clever, Flashy, Forceful, Quick, and Sneaky work perfectly for a parkour-focused game.
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Baarune
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Post by Baarune on Mar 14, 2017 20:03:50 GMT -8
I can't think of any existing PbtA games that would work without some heavy hacking. And if you're going to put that much work into it, you might as well write your own hack from scratch. For a one-shot, Fate Accelerated Edition is probably your best bet. No need to hack anything or change any rules at all. The six Approaches of Careful, Clever, Flashy, Forceful, Quick, and Sneaky work perfectly for a parkour-focused game. Thanks for the help. I think i'll either do FATE Accelerated or my 2D6 system, just to see how it goes. My first impression of the Approaches seems that you could just describe the one action with whatever approach you have the highest modifier for. They seem to replace primary stats, while overlapping each other allot.
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HyveMynd
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Post by HyveMynd on Mar 14, 2017 21:35:31 GMT -8
My first impression of the Approaches seems that you could just describe the one action with whatever approach you have the highest modifier for. They seem to replace primary stats, while overlapping each other allot. That is a common complaint/worry I see. There is indeed nothing in the rules specifically prevents a player from always using their character's best Approach to tackle a problem. The thing preventing that is the situation and the fiction.
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Baarune
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Post by Baarune on Mar 15, 2017 16:22:25 GMT -8
My first impression of the Approaches seems that you could just describe the one action with whatever approach you have the highest modifier for. They seem to replace primary stats, while overlapping each other allot. That is a common complaint/worry I see. There is indeed nothing in the rules specifically prevents a player from always using their character's best Approach to tackle a problem. The thing preventing that is the situation and the fiction. I understand it could be managed by the GM, but that just introduces allot of saying no, when players arent intentionally gaming the system. Ive now grabbed the Fate Core book as it replaces the approaches with skills. And i like allot of what i see. Should i do char gen in a one shot? With something quick like Fate that also encourages group discussion/input. This would also give me a chance to explain setting info without dropping players in the game clueless. I might just do pre-gens aswell so there are example aspects for the setting or people could use them if they dont have any inspiration.
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HyveMynd
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Post by HyveMynd on Mar 15, 2017 17:52:27 GMT -8
I would say make pre-gen characters. I don't know who you're running this for or if it's meant to be a convention game, but you can't expect your players to know anything about the video game you're basing this on. Making pre-gens ensures the players get characters who fit into the story and the setting in a way that makes sense.
For Fate Accelerated and Approaches, I don't really see it as the GM saying no. It's more that the GM asks players how they envision this action working, given the Approach they've chosen to use. Something like: "Right. So you're Carefully lining up a shot with your bow. That's fine, but the Goblin is moving pretty quickly. If you miss it'll be around the corner before you can get another shot off. Is that what you want to do?"
It's totally cool for the player to change their Approach after everyone understands the situation. "Oh, right. I didn't know the Goblin was moving that fast. I want to get multiple shots off, so I'll Quickly draw and fire my bow at it."
Sometimes it is a matter of the GM saying no however. "OK. Clever is thinking about the problem and solving it with mental ability. How is that going to help you lift this giant boulder? That doesn't really make sense."
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Post by kurtpotts on Mar 16, 2017 13:14:35 GMT -8
Sometimes it is a matter of the GM saying no however. "OK. Clever is thinking about the problem and solving it with mental ability. How is that going to help you lift this giant boulder? That doesn't really make sense." I cleverly use that big branch as a lever and this smaller rock as a fulcrum.
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Baarune
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Post by Baarune on Mar 16, 2017 16:41:01 GMT -8
I would say make pre-gen characters. I don't know who you're running this for or if it's meant to be a convention game, but you can't expect your players to know anything about the video game you're basing this on. Making pre-gens ensures the players get characters who fit into the story and the setting in a way that makes sense. Im hoping to run it at some point next week for jackercon. and to break it out for a group of freinds when our GM needs downtime. (whichever comes first is the playtest). I was thinking char-gen would be a good way of explaining the setting step by step, as you would be asking about what would work, different contacts you could have and get filled in with setting tid-bits as you go. I dont know how well i would give everyone a grasp of the setting fast enough for a one-shot when focusing on the immediate surroundings of the characters, without a long monologue. @kurtpotts "I cleverly use that big branch as a lever and this smaller rock as a fulcrum. " I cleverly let the Orc do it for me.
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HyveMynd
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Post by HyveMynd on Mar 16, 2017 17:12:03 GMT -8
Sometimes it is a matter of the GM saying no however. "OK. Clever is thinking about the problem and solving it with mental ability. How is that going to help you lift this giant boulder? That doesn't really make sense." I cleverly use that big branch as a lever and this smaller rock as a fulcrum. Ha! Nicely done, kurtpotts. That absolutely makes sense, and were you a player in my game I would absolutely let you roll that. It's a great example of how players often come up with solutions to problems the GM hadn't thought of, and the GM should let things happen. In that case I, as GM, would point out that by Cleverly using a branch as a lever, you're not really concerned about being Careful or Quick. If you mess this up (fail the roll), there's a chance the boulder could go somewhere you didn't want it to go or it might take longer than you want. When a player picks an Approach, look at the ones they haven't chosen to help inform you what might happen on a missed roll. I would say make pre-gen characters. I don't know who you're running this for or if it's meant to be a convention game, but you can't expect your players to know anything about the video game you're basing this on. Making pre-gens ensures the players get characters who fit into the story and the setting in a way that makes sense. Im hoping to run it at some point next week for jackercon. and to break it out for a group of freinds when our GM needs downtime. (whichever comes first is the playtest). I was thinking char-gen would be a good way of explaining the setting step by step, as you would be asking about what would work, different contacts you could have and get filled in with setting tid-bits as you go. I dont know how well i would give everyone a grasp of the setting fast enough for a one-shot when focusing on the immediate surroundings of the characters, without a long monologue. @kurtpotts "I cleverly use that big branch as a lever and this smaller rock as a fulcrum. " I cleverly let the Orc do it for me. I would still say offer pre-gen characters. Or split the difference and have most of the character filled out but give players a choice of Aspects or Approaches to speed up character creation. You want to avoid a long monologue of setting details and that can get very boring very quickly. A simple "You're all message couriers for the resistance in a futuristic city run by a totalitarian government" should do it. Having the character sheets filled out with setting appropriate contacts, aspects, and stunts will help provide notes on the setting for the players.
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Baarune
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Post by Baarune on Mar 16, 2017 17:22:32 GMT -8
I think I'll make pre-gens and offer the group a choice. If they create their own characters then they have a starting point or example of a character that fits in the game.
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Baarune
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Post by Baarune on Mar 20, 2017 16:29:45 GMT -8
Any Fate players want to give feedback on this pre-gen? (Other pre-gens in the same doc, but not finished.)
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