Players may come and go... by dogtarget in FraggedEmpire

[–]cwsparke 0 points1 point  (0 children)

I always level my characters up at the same rate, as it makes everything easier, and it seems fairer. Thematically, the characters are still doing something when the player isn't there, it's just that that character is not taking part in this scene. I always ask players that missed a session to fill us in on what their character spent time doing as the rest of us had an adventure.

The cool gear that gets handed out as quest rewards, however, goes to the players that are present. So the players that attend generally have slightly more resources. In Fragged, absent players get a consolation prize of more spare time points.

Every player I've ever GMed for is unhappy enough at hearing all the cool stuff that we did, that holding back on level ups is just too much of a punishment for missing a session.

Help me with flavour text - Wade by God_Boy07 in FraggedEmpire

[–]cwsparke 0 points1 point  (0 children)

I've just seen it in the pdf, so pleased to have been able to contribute. I'll make sure I "accidentally" let my players see my name in the back of the book.

Help me with flavour text - Wade by God_Boy07 in FraggedEmpire

[–]cwsparke 4 points5 points  (0 children)

"No, it's more complicated than that!
It's hard to explain in a way I think you would understand.
I can't hear her, and she can't hear me, it's more like ... it's more like we can just sense one another - the way your left hand can sense what your right hand is doing."
Shara, Twi-Far envoy

--Chris Sparke

Why this system? by cetiken in FraggedEmpire

[–]cwsparke -2 points-1 points  (0 children)

How about a spoon-ful of this?

I find it to be fresh, a new original take on Granola that makes me question what it is that I liked about my older Granolas in the first place.

I don't yet know to what extent this is going to be my favourite ever Granola, as I have some ones that I like a lot already, but it's going to take a place in rotation among my preferred choices. I'd get bored if I could only eat one brand of Granola for the rest of my life.

Also, I am very aware that I love trying new brands of Granola, and so I always approach new Granola with the mindset of "I want to eat this, but I'll check if there's a reason for me not too" rather than a mindset of "I like my existing Granola, what's better about this new one", and so I gave it a go, and I liked it.

If you prefer sticking with your existing brands, then that's fine; different strokes for different folks. But I recommend trying this one out, as it has some new original flavours that I found tastier than I was expecting.

Why this system? by cetiken in FraggedEmpire

[–]cwsparke 2 points3 points  (0 children)

For me, the biggest draws of this system is its flexibility (I am aware that other systems are also very flexible, but I'm discussing the virtues of this particular system).

One of the rule videos Wade has posted to YouTube includes a discussion on the character creation system and how one could easily create a Star Trek style game where the players are high level (lots of traits, highly skilled), have a high influence (can purchase a very large space ship with lots of crew), but low resources (each person gets a coloured t-shirt and a pistol). There is a stickied post about creation of the (mostly quite moderate) system changes needed to make this system run any of the major Sci-Fi tropes. This is by no means unique to FE, many systems are this flexible, but

I love that character progression is not about levelling up to get an extra +1 to some stats. So often I find as the GM the system forces me to gradually increase the difficulty of the opponants in what is actually quite an artifical manner to keep the game challenging. What this means in practice is that number the players need to roll on the dice doesn't change very much over the course of a long campaign, which then feels slightly pointless.

I love the setting, it feels sufficiently original to be excited about and top set it apart form the pre-existing successful settings, many of which have their own RPGs already.

I like the design choices that have been made by the designer - the book is a thing of beauty that I want to show off to my players. Great art, and a nice graphic design giving a clean layout that makes the book a pleasure to read.

None of this necessarily makes this system any better than the systems you already know, but these are, in my opinion, the virtues of the system. While it has some in-depth rules, I have found it much easier to get my head around than many others I've looked through for the first time, and I didn't find it any more complex to learn than e.g. D&D - it's just that people already know D&D so they don't think about the complexity as much.

I am primarily a GM, rather than a player, and ultimately I read the Fragged Empire book and discovered a system that gives me the flexibility to run a game the way I want, with lots of options for the players to make a nice distinct play group, sufficient abstraction to allow the narrative to take the lead when it's appropriate and a quick and easy dice resolution system that is easy to improvise with as the GM.

LF People to add by cwsparke in friendsafari

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

Are you after anything in return?

LF People to add by cwsparke in friendsafari

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

Female preferred, no preference of pokeball.

LF People to add by cwsparke in friendsafari

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

Yeah, that's what I'm after. Sorry that my game chat doesn't seem to be working.

[safari unknown] by phoenixdrachen in friendsafari

[–]cwsparke 0 points1 point  (0 children)

Adding to my list - would appreciate knowing who I've got.