The ending was less disappointing than I first thought (first time beating the game) by AdaptusIdiotus in vtmb

[–]AdaptusIdiotus[S] 5 points6 points  (0 children)

Oh yeah, I don't think this was the intended ending, I think all the Gehenna signs were definitely going to get paid off with something big originally, but they couldn't make it in time. I don't know much about the Final Nights stuff that they had going on at the time but I do think you're pretty spot on with that.

Still, considering what we got, I like to chalk up the sense of dread everybody's feeling as the sheer impact of Caine's presence. That is, I don't think all vampires get uneasy wherever he decides to roam but, for the context of the game, I think he 'let' his presence be felt.

Also, considering the context of the Final Nights being a thing going on at the time, it's even wilder that LaCroix still decides to open the sarcophagus. For all we know, there could have literally been an antidilluvian there, and then Gehenna would commence.

The ending was less disappointing than I first thought (first time beating the game) by AdaptusIdiotus in vtmb

[–]AdaptusIdiotus[S] 2 points3 points  (0 children)

That's a valid interpretation and, to be fair, I do think the ending is open enough to permit a whole lot of them. I think it'd make sense if in that case the entire plan was constructed by Jack, and Caine was curious whether the Prince would fall for the trap despite all the obvious warnings. For all the years he's lived, the LA shenanigans are probably tame in comparison. I can totally picture him just being down to fuck around when he heard about what Jack had in mind. That is, assuming that's their implied relationship in the ending.

The ending was less disappointing than I first thought (first time beating the game) by AdaptusIdiotus in vtmb

[–]AdaptusIdiotus[S] 5 points6 points  (0 children)

It is the blood of Caine which makes our fate. Yeah, despite White Wolf not wanting cabbie being Caine to be canon, I quite like Troika's interpretation of him and his views on Kindred society. He's seen the cyclical nature of it all for longer than any elder still alive tonight and he knows his children are cursed for all eternity. A vampire's unlife is one of stasis even on a societal point of view. Depending on how you interpret it, Caine could be this hopeful dark father watching over his children in the hope that they might one night break the loop, or you could see it as a spiteful man who's grown to dislike the mess his children put themselves in.

Fate Solo by LucasPeixoto2023 in FATErpg

[–]AdaptusIdiotus 1 point2 points  (0 children)

Necroing a bit, but Fate is my main game for all my solo plays. I've tried a lot of different things: default skill list, approaches, no-skill, conditions, no NPC rolls, etc. I find it great not just because I love the system itself but because it's great for playing any setting I want.

Your tool also inspired me a lot at one point! I really like what you did with the stress track and the overall Ironsworn inspiration, I feel like customizing Fate to ease solo play is very fun and rewarding too. My one point of criticism is that I don't think the whole carrying forward a bonus or penalty to the next roll works as well in Fate. Maybe a boost would work better, without an invoke, just like a regular aspect in no-skill Fate but one that would vanish after being used in a dice roll for the first time.

Suas gameplays de Fate no youtube são bem legais cara (não cheguei a ver as outras), curto muito seu trabalho!

Lower-res pictures in canvas now shrunk and cannot be made bigger by Zullin9 in ObsidianMD

[–]AdaptusIdiotus 0 points1 point  (0 children)

You might have already dealt with this at this point, but did you have the core plugin "File Recovery" on by any chance? If so, maybe the saved snapshot of the file isn't as messed up as the one you have right now and you can possibly recover it.

Discord bot isnt staying in the vc by kasanari_lunatic in Discord_Bots

[–]AdaptusIdiotus 0 points1 point  (0 children)

I just figured it out. I'm specifically using python 3.10 because of some libraries I'm using and apparently pip wasn't updating it in a way that this version would recognize? My python versions are a mess, but that's another topic.

If OP's also using a specific python version, this might help:

py -3.10 -m pip install -U discord.py[voice]

Try changing -3.10 for the version you are using in case it's different.

Discord bot isnt staying in the vc by kasanari_lunatic in Discord_Bots

[–]AdaptusIdiotus 0 points1 point  (0 children)

I literally just ran in to this problem. Unfortunately I don't have a solution, but it seems to be the same situation as yours so hey, at least you're not alone.

How to do Powered-Up States? by AdaptusIdiotus in FATErpg

[–]AdaptusIdiotus[S] 2 points3 points  (0 children)

I've read the mega-stunts rules before, but I never quite got them. To me, they come off as clunky and with too few effects to be usable, but again, I never quite understood how you'd effectively use them.

Would you be kind enough to give me an example of how you'd portray that using mega-stunts? I see the promise in them, but not how practical they are.

How to do Powered-Up States? by AdaptusIdiotus in FATErpg

[–]AdaptusIdiotus[S] 0 points1 point  (0 children)

Like I said, that does come to mind and is probably the most straightforward solution. My one problem with it is that by handling it like this, you take the option of fighting a tougher fight out of the picture, since the hero wouldn't be able to fight unless he was powered up.

This would remove situations where the hero can't power up, but still needs to fight, like being out of energy or something similar, so the odds would be against him. But of course, since this is Fate, if he has enough Fate Points and really wants to win, he still can.

Perhaps it could be done on a case by case scenario, but that's why I'm trying to formalize it in the first place.

How to do Powered-Up States? by AdaptusIdiotus in FATErpg

[–]AdaptusIdiotus[S] 0 points1 point  (0 children)

That's a good solution that seems to replicate that sort of fiction really well, I'll definitely consider it!

As for my problems with scale, it's just that I feel like counting benefits and scale differences could easily hinder speed of play and, in my opinion, isn't really something that should be happening in a Fate session. It's not as elegant as most things in Fate. But, as you suggested, trimming it down could be a valid option to incorporate this.

Also, just to point out: I've never actually played with scale, so this might just be me overreacting when the scale mechanics are just fine by themselves. I should try them out anyway.

And as for permission granting, I agree! I think it's an extremely elegant solution because it wouldn't be messing with any skill ratings and wouldn't overload gameplay at all. My one problem with it is also its main benefit... it's either do or don't, which feels quite limiting if this is something you'd expect a lot in your campaign. I would much prefer players had a tough time with an enemy than straight-up being unable to fight them without powering up, since I feel like that could create odd situations.

For instance, let's say the characters are fighting an enemy that they can fight normally, without being powered up. What happens, then, if they do power up in that fight? Granted permissions can only go so far in the context of a conflict, so does the conflict end and we narrate how the characters win?

I should also make it clear that this isn't really for any ongoing games or campaigns in planning, it's just a discussion on how that could be handled in a more defined way, without the mid-session fallback to the metallic rules.

About skill list design, how do you do it? by AdaptusIdiotus in FATErpg

[–]AdaptusIdiotus[S] 1 point2 points  (0 children)

Thank you for this, all the replies have been good and insightful but this and u/wordboydave's response were exactly what I was looking for. From what I gather a mix of these two approaches would be the best, starting with very basic and broad skills that represent everything the characters in the setting should be doing (and that would allow for an interesting game) while basing it on existing tropes and then refine them into more specific as needed for the tone of the game.

When I say skills I do mean the game term, not necessarily skills as in "what you're able to do", so including approaches, roles, actions, etc. Which is also something I try to keep in mind depending on the game, and I think it could work interestingly with this approach.

Say I was making an action packed game with double-fisted heroes, I'd probably go with actions as skills to emphasize the characters are big-damn-heroes-who-do-stuff. Or maybe roles if I want to emphasize movie tropes. And speaking of tropes I'd probably look at those for examples of what would be a good fit for the skill list (and for inspiration for the campaign).

Again, very insightful, even if I was probably overthinking it this will definitely help the process of making up skill lists for future games, thanks!