“This Goes Right When…”: Philosophy of Aspect Invocation in Fate

Fate is one of my all-time favourite RPG systems, but after a hundred or so games, there are plenty of things I’ve learned to dislike. Perhaps the thing I dislike about GM’ing it the most is how often you’re required to say “No” to players. There are so many calls to be made in Fate – stunt balance, compel penalties, the legitimacy of invoking an aspect – that the book gives a little guidance for, but mostly leaves for each gaming group to work out on their own. And whilst table consensus is usually the best way to make those calls, the players have a conflict of interest, because they always want their characters to be awesome. That pitches the GM into the position of naysayer, if any semblance of balance is to be preserved.

Antagonistic GM’ing isn’t my thing. I’d far rather manage storytelling collaboratively. So rather than shutting down players with a “No” over and over again, I’d far rather teach them how to get me to say “Yes” – to approach the distinct elements of Fate with the same mindset that I do. That way, everyone is on the same page, which makes telling a story together that much easier. Continue reading

Person of Interest: A Fate Core Hack

A year and a half ago, I had an upsetting breakup, and got over it by crashing my friends’ house every few days whilst they breezed through Person of Interest. I couldn’t honestly call myself a fan of the show – I’ve seen no more than a dozen or so episodes, and have never felt motivated to go back and watch the rest. But I enjoyed it, and felt that the show was formulaic enough that I got the gist of what it was about. Well enough to half-arse a Fate adaptation anyway. Continue reading

2015 in Review: My Hobby

Last time I wrote about the RPG campaigns I played in this year (with an unflattering spotlight on Dungeons and Dragons), along with the conventions I attended, the gaming brunches I ate at, and the blog I’m currently writing for.

Today I’m aiming for something a bit less egotistical, with a review of 2015 for the roleplaying hobby as a whole. Though it might just be the bits of the hobby that I find interesting. My ego can’t be contained. Continue reading

Ferrymen: Attack on C5 (and other heists in Fate)

Part 5 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core.

Been busy recently – partially with some exciting RPG stuff I unfortunately can’t talk about right now – so today’s Ferrymen post is long overdue. My subject is the player party’s break-in to the Carthaginian Consultancy’s fortified headquarters, a dramatic set-piece from the end of our last arc, that had been foreshadowed from literally the first session of the game.

Undoubtedly, the impact of this moment was derived from the shared history of the player party leading up to the encounter. But the mechanics used to evoke the unique challenges of the heist played their part, I think, and a lot of that could be equally applicable to any GM preparing a heist or similar set-piece for a Fate game. What follows is partly mechanics, partly GM advice, but mostly just extrapolation of material from Fate Core. I hope that having it all in one place will nonetheless be a useful reference. Continue reading

Ferrymen: Factions and Factional Conflicts

Part 4 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core. See Part 6 for a post-playtest update to the Factional Conflict rules below.

Over the last three dozen sessions of Ferrymen, the crew of The Erebus (aka the player party) have repeatedly run up against the legislative dominion of the Carthage system – the sole manufacturers of FTL “slipstream drives”, who limit this precious technology to those who pay tribute and abide their trading regulations.

From the harsh taxes that drive business owners into criminality, to the ruthless eradication of “piratical elements”, to the spies of the Carthaginian Consultancy that reside on every slipstreaming vessel… it’s difficult for the crew to escape the evidence of Carthage’s misdeeds. Continue reading

Ferrymen: Combat Interfacers in Space Conflicts

Part 3 of the Ferrymen series, a long running home campaign adapting Diaspora to Fate Core. See Part 8 for a post-playtest update to skill modifiers and interface generation (amongst other things).

Previously in the Ferrymen series, I provided our rules for spaceship conflict in Fate Core, and promised it would be followed up with rules for interface vehicles – smaller spaceships that are used for conveyance between spaceships and planetary surfaces.

The first thing to do when imagining the function of interface vehicles in Ferrymen is to dispel all notions of Star Wars or Battlestar Galactica from your mind. Continue reading

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

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