Ferrymen: Updated Space Conflicts

Part 8 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core.

Last time I hinted that the embellishing of our digital conflict rules in Ferrymen had also coincided with some changes to space conflicts as a whole. These changes were partly made to allow as much compatibility between our different conflict systems as possible. However, the update is also the result of many MANY hours of playtesting the system in our campaign – 71 sessions and counting! – and adapting it to better suit the priorities of what our group wants to focus on with their spaceships (as well as more boring concerns like game balance). Were I to summarise the changes, I’d say they reflect a deviation away from the assumptions inherited from Diaspora, and towards a more streamlined and action-driven focus, with its own hard sci-fi identity. Continue reading

Ferrymen: Digital Conflicts

Part 7 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core.

I haven’t blogged much about Ferrymen recently, but it’s always tinkering along in the background. Now entering its 7th – and likely last – year of play, the lead-in to the campaign’s epic finale has ramped up the pace and tension. This year, the crew have gone on trial, been incarcerated for a year, escaped, and now are desperately fleeing the galactic Carthaginian administration that considers them a criminal menace. Continue reading

Fate is a Movie, Cortex Prime is TV

So my plans to develop a turbo-accelerated version of my accelerated character creation for Smallville have taken a back seat. After the last post, I had an opportunity to review the latest beta for Cortex Prime, and that’s where my heads at now. I might return to it, but at the moment it feels more rewarding to be seeing the future, than designing content for a game that went out of print four and a half years ago. Continue reading

Ferrymen: Galactic Factions Redux

Part 6 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core.

A couple of years ago, I sat down with the players in my ongoing hard sci-fi Fate game Ferrymen, and agreed on a direction that we wanted to take the campaign going forwards. The players all agreed that after thirty-odd sessions of building contacts and making a name for themselves, it was time for their actions to start counting on a galactic political stage. I put together a ruleset for controlling galactic factions and waging political conflicts, which can still be reviewed here.

Since then, we’ve played enough games with those rules in play that I have a good understanding of their limitations. Continue reading

Mini-Review: Atomic Robo

Atomic Robo is a great webcomic. Fate Core is a great RPG system. A Fate adaptation of Atomic Robo should be a slam-dunk, but the result is somehow less than the sum of its parts. Most of the Robo-specific rules innovations don’t work properly, and whilst the core system at its heart works just fine, I couldn’t really recommend this product over Fate Core vanilla even if someone was specifically running an Atomic Robo game. Which is a shame. Continue reading

Review of 2016

There are plenty of more socio-political aware blogs providing commentary on the atrocity that was 2016. I don’t have much to add to that, only to say that, even disregarding international events, personally this has been the worst year of my life.

I played some cool roleplaying games though 🙂 Continue reading

CAMELOT Trigger: Armoured Human NPCs

Tournaments, duels and frank exchanges of views are a staple of the Arthurian romances – as much as, if not more than, full military conflict. In the universe of CAMELOT Trigger, the Emergent might be the ultimate enemy, but that doesn’t mean that human knights don’t have plenty of reasons to clash.. Noble houses manoeuvre around one another, and beyond the Round Table, pirates and brigands take advantage of the turbulence to prey upon unwary travellers. And then there are those truly villainous souls who willingly serve MerGN-A herself…

Last time I provided a few Emergent NPC statlines for GMs to use in their games. This time I want to expand that range to include human adversaries. In each instance, I’ve provided an archetype of human opponent, then an example character who fulfilled that role in my campaign (with stats!). Continue reading

CAMELOT Trigger: Emergent NPCs

I love CAMELOT Trigger. I love the setting, both the strength of its elevator pitch (“What if the Knights of the Round Table piloted mecha to fight robots in outer space?”), and the extra details that spark the imagination, without including too much to constrain it. And I love the system for mecha construction and combat, which brings an extra level of tactical thinking to Fate conflicts, reflecting the military-focus of the genre. We finished our campaign last weekend, and I’m still buzzing with excitement from a campaign-well-done.

I don’t love the example NPCs. Continue reading