Category Archives: Fate

Fate is a roleplaying game system that provides a flexible rules frameset that emphasizes story relevance over rigid verisimilitude.

SotC – Theory to Practice

Pic only stylistically-related

Last week I finally ran a FATE game. Since I was introduced to the notion of FATE over on the Podthralls IK RPG discussion forum a while back, I’ve been intrigued by its core character-creation and conflict-resolution mechanisms. When the Spirit of the Century book was released, I got a chance to see FATE in a focused, genre-specific application and liked it even more. My gears started spinning in an attempt to cram my favorite campaign setting, the Iron Kingdoms, over to the FATE game system. But I’d never actually played the game. This lead to several catches in my master plan.

So it was that when my regular playgroup, which has been playing Serenity lately with Dan as our GM, anticipated a disruption in the number of people that could attend, I figured I’d throw my hat temporarily into the ring to run a quick SotC adventure. I posted a couple of half-completed seed characters online for them to take a look at and choose from, and whipped up a rather simple 1920’s adventure that had an element of high society hobnobbing, globe-trotting, a couple exotic locations, and a plot twist.

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Doctor Bruce Bennett

Doctor Bruce Bennett is a shining example of heartland America: intelligent, diligent, strong, and brash, his geological studied have made him a darling of the country’s intellectual elite.

Aspects

  • Professor Emeritus, University of Ohio
  • 6’6″, 290 lbs of muscle
  • Clean living
  • Enough with the talking, let’s go!
  • Well-read
  • Inspiration
  • Studied at Heidelberg
  • Baseball Star

Top skills

  • Science
  • Athletics, Might
  • Academics, Pilot, Resolve
  • Alertness, Intimidate, Resources

Stunts

  • Herculean Strength
  • Wrestler
  • Scientific Genius
  • Weird Science
  • Theory In Practice

*edit: Dr. Bennett only has five aspects and three skills listed as he’s a seed character for an upcoming one-off SotC adventure.

*edit: Updated Aspects and Skills to reflect two sessions of fill-ins by Dr. Bennett’s actual player.

Guy Johnson

Guy Johnson is the ne’er-do-well son of a British industrialist. Unknown to his family and high-society acquaintances, he leads a second life as a thrill-seeking thief, stealing away with priceless art pieces as he flits about as a social butterfly.

Aspects

  • Born with a silver spoon & a golden diaper
  • Can’t take “no” for an answer… for long
  • A man that loves his vices
  • In all the right circles
  • Sticky Fingers
  • Dangerous
  • Slippery
  • Unflappable
  • Johnson, Guy Johnson
  • Silver Tongue

Top skills

  • Burglary
  • Rapport, Resources
  • Alertness, Athletics, Contacting
  • Engineering, Guns

Stunts

  • Tripwire Sensibilities
  • Hatpin Maestro
  • Best that Money can Buy
  • Grease the Wheels
  • International

*edit: Mr. Johnson only has five aspects and three skills listed as he’s a seed character for an upcoming one-off SotC adventure.

*edit: Updated aspects and skills to reflect a single session of game play. Mr. Johnson came in during the second of a two-session adventure.

Lieutenant Mike O'neal

Lieutenant Mike O’neal works for the US government. Officially, he’s a former Navy man attached to the Department of the Treasury. In reality, he travels the country investigating crimes the nature of which must not become public knowledge.

Aspects

  • The things I do for my country…
  • Determined
  • Studied under Sifu Wong
  • Flashbacks of unspeakable terror
  • The world may be doomed
  • Money for a rainy day
  • Calm, cool, and collected
  • Brawler

Top Skills

  • Mysteries
  • Fists, Investigation
  • Athletics, Rapport
  • Academics, Alertness, Resources

Stunts

  • Rare Artifact
  • Secrets of the Arcane
  • Focused Sense – Smell
  • Impossible Detail
  • Martial Arts

*edit: Lt. Johnson only has five aspects and three skills listed as he’s a seed character for an upcoming one-off SotC adventure.

*edit: Updated Aspects and Skills to reflect the fill-ins from two sessions of play. O’neal ended up saving the day through the cunning use of a scene declaration and the aid of his Rare Artifact.

Spirit of the Century

Spirit of the Century

The flagship game book for FATE 3.0 by Evil Hat Games, Spirit of the Century is 420 pages of the action, adventure, and damn-the-details Science that we associate with early 20th century pulp writing. Clearly not an endeavor that takes itself too seriously, the authors mold the inherent flexibility of the FATE rule system to suit the over-the-top attitude of the genre.

The character generation system encourages players to treat their creations like the heroes from the works of Edgar Ruce Burroughs, Robert E. Howard, and the like. Player characters are assumed to be exceptional, but benefit through the FATE rules by having some exploitable aspects that make the GM’s life easier.

The particulars of the rules set aside the tedious record-keeping that bogs down so many RPGs, with broadly-applicable aspects and skill, built-in mechanisms to allow players to introduce convenient circumstances into the adventure though declarations of facts, and a system of character stunts that allow several of the rules to be bent in specific ways. This is where the underlying FATE system really shines: by focusing the amorphous multi-purpose FATE system into a single genre of death-defying bravado, two-fisted action and mad science, you can hang a very flexible game around a strong skeleton.
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IKFATE and wikis

Manning the trenches

A while ago I installed a copy of Mediawiki for giggles. I wasn’t dead-set on what I wanted to do with it, so I figured I’d put some old Iron Kingdoms web forum content into it. The Privateer Press server has had issues in the past with its search tool, so having a bunch of info at my fingertips on a server that isn’t likely to be bogged down seemed like a reasonably-good idea. Problem: I didn’t populate it in an automated fashion and copying & pasting hundreds of forum posts is tedious. Horribly tedious. I’ll have to muster an army of wikimonkeys to get that task completed, or get an awful lot better at HTTP scripting.

Enter the Spirit of the Century SRD, a website containing the OGL information from Evil Hat Productions’ new RPG. Since it’s open content, I can wrench on it just like the FATE 2.0 rules, but secure in the knowledge that I’m dealing with something that isn’t about to be made horribly outdated by FATE 3.0. What a great chance to kickstart a stalled Iron Kingdoms conversion while brushing up on my wiki-editing skills. I haven’t gotten very far into things just yet, as there is a lot of 1920’s pulp fiction baggage built into the pre-set skills, stunts, and such, which will take some time to properly remove.

So if you’re interested in an Iron Kingdoms Roleplaying Game that isn’t caught up in the sacred cows and proud nails of the d20 game system, come on down to the Gobbernomicon and chip in a bit. The Resources, Gadgets & Gizmos, and Character Ideas articles are in particularly dire need, though any constructive input is appreciated.

*Edit March 6, 2007: Hey neat, somebody else has been working on an IK conversation of Spirit of the Century, here.

Fun with Pages

In WordPress lingo, a “Page” (note the capitalization) is a more permanent form of document, unlike the fleeting day-to-day posts that flit by chaotically, flying along chronologically, occasionally wrangled into submission by categorization.  Posts, on the other hand, are intended to remain in the same, or strongly-similar, position navigationally as time progresses.

It occurs to me that using posts for updates to the work-in-progress IK Fate doc is probably a poor way to organize things.  Versions 0.10 and 0.11, as previously posted, are staying where they were originally placed, but new copies are being placed in a IK Fate Page for what I hope will be a more organizationally-sound, reasonably-permanent information architecture solution. Future updates will be marked by posts, the main purpose of which will simply be to draw attention to the updated Pages. Pardon my dust.

IK Fate Aspects

As part 0.11 of the IK Fate Roadmap, it is necessary to generate a representative sampling of Aspects that characters in the Iron Kingdoms may find useful or interesting. I will break them up into a handful of subcategories for organizational purposes. This is not intended as a complete listing of possible aspects, as a total lock-down of the character-generation process strikes me as antithetical to the Fate system.

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IK Fate Roadmap

Migrating an existing campaign setting from one rule set to another can be a daunting task. Many of the details of the setting are strongly-tied to the assumptions of a given system. In the case of the Iron Kingdoms, a great deal of this has to do with the mechanisms of magic, especially who can use it and how. Dungeons & Dragons themes of Wizards, Sorcerers, Druids, Paladins, and Bards suffuse the setting, and should be translated into any new system for the Iron Kingdoms to any other rule set.

Happily, there are some fairly-close correlations between the various rounds of character creation in the d20 system and Fate, and between one of the recommended Fate magic systems and the way spells have traditionally been divvied up in D&D. I’m sure this is no accident, as most folks that design RPGs have at some point played Dungeons & Dragons themselves.

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The Fate System

Fate RPG

I was recently exposed to a rather interesting alternate RPG system written by the folks over at Evil Hat Productions. Traditionally, published roleplaying games will have an assumed setting built into its game mechanics. This is often in the form of a series of core attribute statistics that define how strong, nimble, smart, or persuasive a given character is, and reinforced through systems of character classes and pre-defined skills. Characters built within these parameters lend themselves, in theory, to the assumed setting. This is the case with World of Darkness system, Deadlands, or Dungeons & Dragons.

Others attempt to be universally-applicable. They do so by modifying an existing ruleset to include a preponderance of additional skills and rules tacked onto the older system (d20 Modern and Palladium strike me as good examples), or by creating an amorphous uber-system like GURPS.

Fate takes a third, higher road, by imposing a ruleset that revolves around types of attributes, not the specific definitions thereof. Characters have various Aspects and Skills, and some number of Fate Points. The nature of those Aspects, and the particulars of the definitions of those Skills are left to the gamemaster and players to work out, with an emphasis on relevance to the story instead of absolute quantities. For example, to create a brave sword-wielding adventure of prodigious strength, a D&D player may create a Fighter character with a high Strength score. He’ll also have Dexterity, Constitution, Intelligence, Wisdom, and Charisma attributes, but none of these are key to the character concept; they’re present to satisfy the character-creation process. A similar character in the Fate system may have Aspects invested in “Prodigious Strength” and “Brave,” and Skills invested in swordsmanship.

The Aspects can be just about anything (the core ruleset has examples ranging from “intelligent” to “expendable”) , and frankly so can the skills (which can include supernatural skills such as psychic or magic powers). Lest this seem entirely too free-form, a great deal of the 90-page core document revolve around ways to narrow things down to suit the needs of your setting and your story.

Toward this end, I’m thinking of writing up an overlay of sorts for the Iron Kingdoms. Before I get too deep into it, I’ll need to decide how detailed I’ll want to get. If this is just some intellectual exercise, it can be as specific as the current campaign I’m running using d20. If it is to be more generally-applicable, skill sets and aspects need to be considered for aspects of the setting that I don’t intend to personally use.