honken
Initiate Douchebag
Posts: 6
Preferred Game Systems: nWOD, GURPS, Drakar & Demoner
Currently Playing: Coriolis
Currently Running: Mongoose Traveller, D&D5E.
Favorite Species of Monkey: Homo Sapiens
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Post by honken on Mar 3, 2018 2:28:57 GMT -8
Hello Grognards and Happy Jackers!
So, just to try challenging myself, I have decided to play a Fate Core game. I have read through the book, and generally like what i read. The challange for me is that I am a Old school RPG player (GM), so Fate is maybe a little to freeform for me.
We have had Session 0, and together with the players we come up with a Modern Fantasyish setting where the players are Divine Executioneras that has to make sure that key people end the way they are supposed to die.
Now, my biggest problem is that the setting are supposed to be supernatural, and we have talked about some kind of magic. And since I am a Fate n00b, I am asking you dear listeners, and hosts of the podcast. How do I/we represent Magic in Fate?
/Honken
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 3, 2018 4:04:59 GMT -8
Can't provide much specific advice myself so instead I'll point to a few products that already do it - first is Dresden Files which has a fully fleshed out magic system. The original version, which is pre-Fate Core is very detailed while the newer Dresden Files Accelerated is less complex and, I think, flows in a much better way.
Secondly I think that the Fate Core toolkit book has a section covering suggestions for how to use magic. iirc they range from just having a relevant aspect that lets you use magic via the normal skills (ie a wizard can use ranged combat to throw fireballs) to having special skills and stunts that provide additional depth.
Bouncing things back at you I think I'd ask is what sort of magic are you after? Is it ubiquitous ala Harry Potter or restricted to a few characters as in Dresden Files? That's going to have a big impact on how you implement it.
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andreasdavour
Patron (Supporter)
Posts: 257
Preferred Game Systems: M0, Savage Worlds, Over the Edge, Warhammer FRP 1st ed.
Currently Playing: None
Currently Running: Wandering Heroes of Ogre Gate
Favorite Species of Monkey: Llama
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Post by andreasdavour on Mar 4, 2018 8:29:58 GMT -8
Seconded the suggestion to check out the Fate Core Toolkit.
Basically you can do it any way you want. Use skills for spells, or stunts or just aspects.
One way I think is reasonably easy to grasp for a traditional gamer is to have an Aspect like "Wizard" or a stunt "The Pyrotechnic School of Magic" and then let those provide you with discrete spells you can cast with a skill roll. That's how it works in my game.
But, in Fate you can spin it any way you want.
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dandersonjr32
Initiate Douchebag
Playing Savage Worlds, DnD 5e and Fantasy AGE in Tampa, Florida.
Posts: 19
Preferred Game Systems: I'll try just about anything but I prefer Savage Worlds.
Currently Playing: DnD 5e
Currently Running: Savage Worlds, Fantasy AGE
Favorite Species of Monkey: Orangutan
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Post by dandersonjr32 on Mar 24, 2018 13:33:37 GMT -8
I know that I'm jumping in late here but, when running FATE, which I do a lot, there are 3 books I find indispensable; FATE Core, FATE System Toolkit, FATE Adversary Toolkit. The System Toolkit, like they said, will give you the guidelines for magic. I would strongly urge you to get, read, digest and live by the Adversary Toolkit. It's the book that I use the most by far when prepping games.
Good luck. Let us know how you make out.
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