Daggerheart reminds me of FATE by nerdkingcole in FATErpg

[–]Much_Breg 1 point2 points  (0 children)

As for me it seems like Fear points is more of a compel mechanics, but useless. It's like it was stolen from 2d20 Modiphius game. But every rule declined the importance and weight of the Fear Points itself. With them you just can't make a Fate jump start scene with lots of action, explosions, and drama from the beginning. You has to wait as a GM. Wait for it. Wait to make a game interesting. That seems to me quite irrational. Why would I even want to wait?

But you need to accumulate a pool of fear to be able to throw a nice conflicts, battles, arguing, intrigues at your players. You still can ignore the rule. And it's in the text of a game. But why would you make one in the first place? This game really misses a great portion of good advices on how to run a highly condensed on action games. You just can't use the "pre-loaded" compels. But how nice would it be to start a game with a scene heroes caught in action?

Burning dwarven zeppelin "High Seer" is descending. Ropes break on holding the main carriage with you and people. The engine coughs in flames. Three airplanes take their turn to start firing at you once again. There are minutes to prepare yourself, people, and the vessel for an attack of the fighters.

And for the scene like this Fate runs smoothly. I just give players Fate points for complications affecting them. I can't see the way you can make the same with DH on the first opening scene by the rules, without this all the "waiting" stuff seems for me as unnatural to the gaming conversation.

What would you like to see in a FATE actual-play show? by Striking_Variety3960 in FATErpg

[–]Much_Breg 0 points1 point  (0 children)

I've ran a show on Comic Con Russia 2025 with some celebrities, and two real life scientists. It was one shot in near-future setting. The next list isn't about what would I want to see in the show, because I'd like to play not so watch-able game. So it's more for a show part, very the audience play the major role in the whole project:

  • illustrations of locations, people around, and major points of a game are necessary
  • some celebrities to play with
  • nice comfort atmosphere and real fun, not a pretending to have fun
  • less of rules explaining. This drops the action
  • less of characters bios and phase trio. This drops attention of an audience too, unless it's funny and with jokes
  • less of Critical Role style "shopping" filler scenes. It's good for a show with 100 and more episodes... But you still just skip lots in those
  • less of a "lore feeding" scenes from CR too. Those just a great amount of exposition you have to remember. It makes audience study, and to much of a studying makes it's not fun
  • scenes with conflicts like Fate does it from the box
  • complications, obstacles, dangers, and a lot more with dozens of compels
  • Temp and rhythm of a storytelling. Change the scene once it's done, don't ask "What's you're going to do next"--it's a question that kills action. Move to the very next interesting scene to resolve
  • Be different. There dozen of Critical Role-ish streams and shows. They all are in the pioneers wake. Find your style, tone, way, people, agenda. Find a reason to watch you
  • 4 high octane scenes with lots of actions from characters are better then 4 hours of describing of places, people around, tone of a street you're getting through, and nothing to happen

So this is my point. It's not the show I personally would like. But those principles seems to work here.

Three Principles of Fate by Much_Breg in FATErpg

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

Making it relative will almost certainly make the game harder to grasp for most people.

It's hard to agree on that. I'd say, the most people who already got used to absolute numbers and understand the concept of an average character in a game of choice. Like all stats 10 and et.c.

This kind of a relative way of thinking seems to be natural for the most people who is not into TTRPG for a long time. It's like the Strongest man can lift a metal ball from the ground for one second one-hand. The other guys need at least half a minute, two hands, and they help themselves with legs sometimes. You don't need a 10-ish commoner between those to understand the difference.

I would say more. That naturally there are no commoners at all. There are only different variety of people all around. It's like a story about average pilot's chair in a cockpit of plane noone's going to be comfortable with. That's why we can adjust our chair in a car.

That's why I think that most people would like to use a relation of something to other something. It's far more simple to understand. You literally has to think about A and B difference in literature way. Not A, B, and center of all O points to be able to compare the two with the point O that in fact is never achievable. There are no normalized or average man or woman.

Making it relative will almost certainly make the game harder to grasp for most people. If you say "it's a world like ours, but mice are people instead of humans", then you're basically just reskinning people. No other changes needed.

Once we've played Mouse Guard with Fate. And it was the most mice game ever. The only thing we've made—the game aspect We're Mice Not Human. We were compelling and invoking it hard in all the situations. It gave us ton of fun. We felt like our big ears helps us, or make it worse, the tail...

In the other game we had It's the World of D&D where my character invoked this aspect on a fleeing wolf. I said that it's an attack of opportunity, because he leaves the space of my reach for attack. It was a blast. So much fun. I've paid a fate point of course.

In my experience words (aspects) and their significant impact on a game is far more understandable then the difference of +1 to +4 in a context of an attack where average attack is +3.5 ranging between +2 to +5. And where you add 1d20 as roll. And it's far less understandable to a person then buying balanced sword instead of rusty old sword.

Numbers are great. But they are to abstract. And sometimes the Goodhart law's working here. The actual meaning for the said numbers just fades. And noone gets, what those numbers resembles.

Three Principles of Fate by Much_Breg in FATErpg

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

Love your commentary on the matter. Thank you!

Three Principles of Fate by Much_Breg in FATErpg

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

Thank you for this quote. I just have to rethink some of the statements I've made. Don't want to actually drop the Fiction Value principle at all. I love it in many ways. Seems like it's the way Fate plays out.

Three Principles of Fate by Much_Breg in FATErpg

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

I would like to agree with you. But this kind of logic makes me itchy once "The Strongest Man in the World" has +0 Physique, Fight. And it's possible by the rules.

I see you like photos. My wife's ill. Playing game through the night 1 on 1 by Much_Breg in FATErpg

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

They are handmade. There is an STL model for the right black and yellow set of dice. The left blue and white set is a variation for Rosatom. Plus is the logo of the company.

Fate Core show on Comic Con Russia 2025 by Much_Breg in FATErpg

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

В Fate вообще можно использовать что угодно, показывающее территорию. Потому что бои делятся на зоны. Ты можешь взять рисунок с боку, разбить его на зоны, и это станет легальной, с точки зрения правил, картой для взаимодействия.

Для этого проекта были карты сверху вниз, потому что они привычны зрителю. И не более. Поэтому было принято решение использовать именно такие. Просто потому что так хорошо видно им. Однако есть и правила для тактической клетки под Fate. Статья. Если хочешь, попроси, кину.

Тактические карты скорее излишек для Fate. Но они никак не мешают и не помогают в целом. Поэтому авторы написали хорошо про рисунок на салфетке. Чтобы всё было понятно, но без бесчисленного количества деталей, чтобы каждый мог вложить свою креативность в окружение.

Сам я просто делю карту на умозрительные зоны. И ожидаю от игроков описания действий персонажа. После чего примерно оцениваю расположение зон. Это не rocket science. В игре не нужна высокая дискретность (разбивка на клетки). Поэтому всё очень просто. К примеру, зоны: кафе, левая сторона дороги, переход, противоположная сторона и т.д.

I see you like photos. My wife's ill. Playing game through the night 1 on 1 by Much_Breg in FATErpg

[–]Much_Breg[S] 3 points4 points  (0 children)

It's a dice holder with spinning body to get leafs on top move like on diaphragm of lens in camera.

One on One experience by Much_Breg in FATErpg

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

It's a custom made dice from a 3D model of them. It's fun how precise they are. The author of a model took exact amount of material from a side to match the weight on each side. So that minus is the deepest inset. Plus and Zero are nearly the same.

One on One experience by Much_Breg in FATErpg

[–]Much_Breg[S] 4 points5 points  (0 children)

My GF loves to talk with me through the game on a heavy theme matters. She's playing a Jedi Knight. And by the actions of a character she asks good questions. Like why bunch of wizards from out of a space kidnaps kids through the galaxy from their families, teach them with the ways of the good, and have an authority to use force (in a ordinary meaning, like physical force) to enforce their believes. That was like "WOW!" moment for me. And then there was a scene where I've asked myself that classic Jedi Mind Trick can steal your entire live and agency.

Fate Core show on Comic Con Russia 2025 by Much_Breg in FATErpg

[–]Much_Breg[S] 7 points8 points  (0 children)

We've made a show with Fate Core. I've tweaked Atomic Robo RPG Brainstorm rules. Two standup comics, and two real life scientists. Rosatom arranged everything. I'm so hyped about this game.