December is a time for meditation and self-reflection, to review the year that has almost passed and see what lessons can be learned for the future. It’s also a time when roleplayers go home to family or whatever, and with campaigns on hold, obsessives like me have nothing better than scrutinise their year in gaming. Continue reading
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
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
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
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).
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
Over three years ago, I started running a Diaspora campaign for five of my nerdy friends. That game – Ferrymen – transitioned to Fate Core upon that game’s release, and this weekend I ran its 37th gaming session. Continue reading
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
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
It was recently brought to my attention that I’ve now been blogging for over a year. Congrats to me for keeping it up, with only the occasional inexplicable absence. Hopefully the momentum’s built up now for me to continue for years to come.
Anyway, what reminded me of this anniversary was the beginning of RPG a Day 2015, a one-question-a-day autobiographical gaming history thing that I also embarked upon last year. And by embarked upon, I mean I started it, and kept going for most of the month… but didn’t finish. Oops. Continue reading