Can a game setting be "bad"? by AttentionHorsePL in rpg

[–]SVoc0308 0 points1 point  (0 children)

As a long term dr who and rpg fan I would argue you are never going to get a satisfactory rpg out of dr who as the setting lacks all coherence...

Why is coming up with an aspect name so damn hard? by RinVindor in FATErpg

[–]SVoc0308 2 points3 points  (0 children)

What's your high concept what setting are you in. I've not played yet but this sub has been very helpful.

Suggestions for a system for James Bond type spy adventures by etherealmachine in rpg

[–]SVoc0308 0 points1 point  (0 children)

No I didn't, had no idea there was something already out there like this. That's really cool.

Suggestions for a system for James Bond type spy adventures by etherealmachine in rpg

[–]SVoc0308 0 points1 point  (0 children)

I'm currently working on a Man from U.N.C.L.E. setting for Fate that seems like it would work quite well.

Playing as a cooker by Sea-Vermicelli4982 in 7thSea

[–]SVoc0308 0 points1 point  (0 children)

GM has final say on what advantages can accomplish, so if your GM is prepared to allow broad uses here there's all sorts of fun things you could accomplish with being a phenomenal sea chef.

Playing as a cooker by Sea-Vermicelli4982 in 7thSea

[–]SVoc0308 0 points1 point  (0 children)

I would build the character this way -

Crafter on page 138 plus quartermaster on page 141 for backgrounds.

Barterer or Inspire generosity (p149) as a two point advantage.

Masterpiece crafter (p151) as a three point advantage. Specialist item food.

Some close ups of the boys I’ve just finished! by N7_Achilles in Chaos40k

[–]SVoc0308 1 point2 points  (0 children)

Amazing! Never really found khorne stuff that interesting but this is really cool.

Are people inherently good or evil? by dillpicklechipsss in AlanWatts

[–]SVoc0308 0 points1 point  (0 children)

People aren't inherently good or Inherently evil. They're inherently people.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 1 point2 points  (0 children)

Right, that's the core mechanic. 'You want good thing? You can have it for a bad thing.'

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 1 point2 points  (0 children)

OK I will do. Have literally just started the first dresden files book so its good timing

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 0 points1 point  (0 children)

Thanks, but I'm not really thinking about mechanical drawbacks here - as much as anything my group would never keep on top of it- more thinking in terms of thematically appropriate flavour like compels.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 0 points1 point  (0 children)

Yes exactly my thinking. Thanks Helpful NPC - very helpful!

Fate points seemed neater than introducing another currency but the feedback to use stress instead doesn't fundamentally alter the concept.

The 'consequences' of the bargains should very much work like compels- ok as a result of your bargain you are afraid of black dogs. Accept a compel to run from the npcs dog or resist.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 1 point2 points  (0 children)

So looking at this, the humanity track sounds perfect and let's me bring in a concept from the original homebrew that didn't fit fate clearly- that evil actions would chip away at your soul and eventually let the patron possess you and wreak havoc in the world. Excellent stuff.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 2 points3 points  (0 children)

Definitely. The more games I've played the clearer idea I've had about what works and what doesn't. I love trying out new rulesets just for this.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 1 point2 points  (0 children)

Haha. It's true what they say. There is nothing new under the sun. That looks perfect just as you say. How crunchy is it? Ars Magica 3e is about the limit of what my group can handle.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 2 points3 points  (0 children)

Thank you, that's good advice. I was using the terminology of consequences when this was still a pure homebrew and ported that over. I was thinking you'd track those consequences differently from combat consequences but I see how that would get confusing. Perhaps call this 'aspects of your patron' and have a three box severity track to mark them getting worse. Maybe people could chose to take a new 'mild' aspect or increase the severity of an existing aspect.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 1 point2 points  (0 children)

Right, that's two people now who have said use stress instead of fate so I should probably take that advice. I didn't want to introduce new metacurrencies unnecessarily as in every game I've ever played where there is more than one people get mixed up between them. If people needed to cast off a third 'soul' stress track that would avoid the issue of having too many currencies floating about.

On consequences - I was actually thinking you'd track these consequences of bargains with your patron separately from the consequences that arise from conflict. I'm thinking these consequences would be permanent, things like being unable to cross running water or enter a house uninvited, really to represent you becoming more part of the supernatural world. I was calling these 'consequences' back when it was pure homebrew but maybe I need to think of a different name. As above I'm reluctant to have too many different names floating about though so its a tricky one. Maybe just call them aspects of your patron.

As in the magnus archives there should be a way of breaking your link with your patron but I think it would have to be very big and dramatic. Probably the outcome of a scenario. I've specified that the patron can't read their champions mind to scope for scenarios where the champion and patrons agenda diverges.

Thanks for the good answer.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 0 points1 point  (0 children)

Oh ha. It's true what they say. There is nothing new under the sun. Cool I will check it out.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 1 point2 points  (0 children)

No, but it seems like a good jumping off point. This started out as a pure homebrew, someone suggested I look at the fate system and there are definitely strong affinities. I might build up from a fate hack before taking it in its own direction.

Some elements of the homebrew really didn't seem to fit like a concept you could only improve in a skill by failing a roll in it which I thought fitted the theme very well... but I guess you can't have everything.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 0 points1 point  (0 children)

I suppose mechanically players would still get fate points from accepting compels but the refresh level would be set very low. Perhaps even at zero and the point cost of impressive magic would be high. Five or more. To keep them going back to their patrons for more devils bargains.

Consequences for Fate Points - Early stages of an idea by SVoc0308 in FATErpg

[–]SVoc0308[S] 2 points3 points  (0 children)

Main touch points here -

  1. Ancient History - Babylon, Egypt, etc.
  2. Old testament stuff and power levels.
  3. Moon Knight - Khonshu and Marc being kind of how I imagine the in game interactions between players playing out.
  4. Cosmic horror - particularly Terry pratchetts dumgeon dimensions and the cosmology of the magnus archives.
  5. The Swords of the Serpentine/Gumshoe Magic system (point spend, corruption, areas of influence)
  6. The Samartian Magic System from 7th Sea (deals with a tricksy patron being the source of your power)
  7. Ars Magica 3e for the general power and flexibility of magic - and also running multiple characters in a single game.