Ferrymen: Spaceships and Space Conflicts

Part 2 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core. See Part 8 for a post-playtest update to the campaign skill list and spaceship skill modifiers (amongst other things).

Last time I talked about my “Ferrymen” campaign, I teased the release of our spaceship combat rules, which I created following our translation from Diaspora to Fate Core.

These rules are designed to encompass the elements of Diaspora that resonated with us and had become the most essential parts of our setting, whilst we also embraced the stripped-out, streamlined ethos of Fate Core. Continue reading

Cars Don’t Fly: A Furious Game Jam Review

I recently entered Ryan’s Macklin’s Furious Game Jam with a hack of Night’s Black Agents, titled “2 Nights 2 Agents”. (You can read my hack here.)

One of the competition’s rules is that, in order to be in the running for winning, you have to playtest someone else’s entry. Since winning is the most important thing in the world, I was prompted to try out “Cars Don’t Fly” by Adam Shwaninger, a game which the author describes as “The demon lovechild of Hollowpoint and Uno, welded together and thrown out of airplane.”

This is how we got on! Continue reading

How To Summon a Demon: A Fate Core Mini-Hack

For the last couple of months I’ve been running a Fate Core RPG set in the Buffy the Vampire Slayer universe. A sequel to a campaign I ran last year, the game chronicles the exploits of a young Rupert Giles, who has forsaken his calling as a demon hunter and retired to 1970s London. Those familiar with the tv show will remember this as a particularly dark time in Giles’ life, and we’re having fun leading him astray with the temptations of dark magic.

Related to that, one of the players has taken an interest in demon summoning, and especially as a way to make her character more effectual in combat. Continue reading

Trash Goblins!

My review of Nine Worlds mentioned that I took part in a Design-An-RPG contest – originally conceived as “75 mins to make a game, 45 mins to create an expansion for someone else’s”. We ended up not following the second half in the end, because other participants got clingy, and didn’t want other people challenging their creative control. But the first part went exactly to plan, and I ended up being embarrassingly proud of the game I produced. So I’m publishing it here. Continue reading

#RPGaDay2015: Week Three

Behold, two blog posts in two days, as I struggle to catch up with my backlog. This week has been a busy one for me and roleplaying – we had the last session of our zombie game in Hillfolk, which ended with delightfully unsatisfying bleakness, and a big 6-player session for my Buffy campaign as a player from last year’s game put in a guest appearance. So now is a good time to update my #RPGaDay2015, since I’m on a bit of a roll. Continue reading