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Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Thursday, March 16, 2023

Fate: Best Practices

 


In a fit of nostalgia this week, I appeared on a podcast (Mastering Dungeons; long-time listener, first-time guest) talking about Fate, of all things. I was ostensibly there to talk about campaign creation, but I was, uh, all over the place. It brought up a lot of thoughts about Fate in general, some of which made it into the conversation, but many of which stayed on my page of notes (I had notes). And I thought, hey, if I were still blogging regularly, this could make a plausible blog post. So that's what it is now.

These are just things that, IMO, make Fate really shine.

Play honestly. I talked about this a little on the podcast, but Fate is not a game that's overly concerned with things like balance and action-economy. If you go into it looking for ways to exploit the system, you will find them, and you will make the game less-fun for you and everyone at the table. Play the character your aspects say you are; conversely, give your character aspects that make them a fun, integral part of the story rather than an efficiency-machine. Given Fate's roots in the Amber Diceless Roleplaying Game and the goals of its creators, it should come as no surprise -- if I had a nickel for every time I've heard Lenny Balsera say "F#ck balance," I'd have about 35 cents. Let us also heed Ryan Macklin's famous warning that "The math will f#ck you." I may have those attributions reversed, or maybe they've both said them, possibly simultaneously at the Big Bar on 2 at Origins. Regardless, nothing but respect for these two foul-mouthed kings and their massive contributions to our beloved Fate.

Rename skills and approaches. This really only applies if you're making your own campaign, but for a Fate game set in a very particular time and place, I think one of the best things you can do to set the tone is to tailor your game's skills and/or approaches (or whatever your equivalent) to match. Fisticuffs instead of Fight. Skullduggery instead of Deceive. That kind of thing. Til Dawn's approaches -- Chill, Dark, Fabulous, Fierce, Shady, and Technical -- are a great example of this. They don't correspond to FAE's usual Careful, Flashy, et al., but they indelibly lay out what your mindset should be as a player or as a GM. This is a game about futuristic, gender-bending mecha-DJs getting in and out of drama while musically battling it out with other futuristic, gender-bending mecha-DJs on stage. Imagine how much less evocative that'd all be if its approaches weren't so distinctive.

Go hard against the PCs. Don't hold back, GM. If it gets too hot for the player, they can always concede. In fact, make getting them to concede a primary goal, when the story warrants it. To do this, start with overpowering your major NPCs. The PCs have a top skill of Superb (+5)? Cool, this guy has Legendary (+7) Skull-Cracking. The players will frequently have a fate-point advantage over you, and an easy way to compensate for that is by just upping the skills/approaches of your important NPCs. Just keep the focus on offense. A superhuman ability to avoid damage will make for a superhumanly boring badguy. Overpowered antagonists virtually force the PCs to work together, creating advantages for each other and coming up with creative solutions beyond "I guess I hit him again." That dynamic is one of Fate's key strengths, IMO, so lean into it.

"Save your fate points for being awesome." You can't really talk about how to run a great Fate game without invoking (no pun intended) Morgan Ellis, whom I associate closely with these wise words. Setting aside the profound life-lesson this phrase represents to me, the idea here is to value what your character can do by spending your fate points on exciting action rather than avoiding the repercussions of someone else's action. Not to say that you should let yourself get taken out of a conflict, but don't pillow-fort and fritter away your precious narrative currency on playing it safe. Take some stress. Take consequences. Hell, take all the consequences, then concede and get more fate points to spend on being awesome later. The one tiny bit of Fate that I think everyone can agree isn't the greatest (how's that for diplomatic?) is that a successful defense doesn't explicitly force the fiction to change. Success with style gets you a boost, and a tie gets the attacker a boost, but there's that little two-shift range in there where kinda nothing happens. We don't like that. So really, there's no reason to not just take a point or two of stress instead. And then you can spend the fate point you saved on being awesome later on.

But do spend your fate points. Sort of a corollary to the above. The worst way to end a session of Fate is with a pile of fate points in front of you. What a waste! You probably earned those fate points with compels and GM-manipulation, so spend them already. One way you can at least limit the hoarder's tendency to hoard is by making the players "discard" fate points down to their refresh at the end of each scene. Or if you want to be more severe, refresh could double as your fate point maximum as well (although that could cause problems of its own, but that'd be a whole other blog post). Point is (again with the unintended puns!), spend 'em if you got 'em. They're not doing anyone any good otherwise. Spend fate points, be awesome.

I think that's it, and honestly this went way beyond my notes, so it ended up being more thorough than I'd expected. But now I want to hear from you, as seemingly every YouTuber says at the end of a video. What's your advice for getting the most out of Fate? And thanks again to Shawn and Teos of Mastering Dungeons for having me on.

Tuesday, June 11, 2019

[DFAE] Ace Squadron: L'il Tweaks

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So those Ace Squadron games a couple weeks ago went well! But it was also clear that I needed to make some tweaks, much to the apparent chagrin of Torra Doza and Buggle, pictured above.

The prime candidates for tweaking are Hype Fazon and Griff Halloran -- specifically, each of them has a unique condition (Focus Fire and I'm On the Leader, respectively) that were just too much in play, as-written. Each of those conditions makes a powerful thing happen, and that thing's power is inversely proportional to how much they've used their other unique condition. It's no coincidence that they have this in common and that these conditions need to be nerfed.

Originally, Focus Fire increased the squad's scale with regards to a single target -- one degree for each of Hype's unchecked Command boxes -- and I'm On the Leader gave Griff a bonus to the Weapon rating of his attacks equal to the number of his unchecked Experience boxes. These were cool in play, and I'm sure Griff's player liked having Weapon:11 with his missiles that one time, but they ultimately proved too much.

So now, I've taken a step back. "Check all your remaining X boxes" is now part of each of those conditions, because I want this to be a late-game thing. I hadn't consciously realized that before, but that's a big part of it. I wanted the players to feel like they were going all-in against a single target, like it was a real commitment.

However! I've decoupled the effectiveness of those conditions with those other condition tracks, because I noticed something else: The players of those characters didn't want to check Command or Experience boxes, in anticipation of a Big Bad coming along later. They were saving resources I wanted them to spend. So now it's just "Check your remaining Command/Experience boxes," without the "+1 per box checked" bit. The revised Focus Fire increases everyone's scale by 1, and I'm On the Leader now gives Griff's Gunnery and Brutal attacks Weapon:4.

Honestly, +4 scale for everyone is ridiculous, but +1 scale is still good, so I'm not sad to drop that. Also, I've done some heavy hacking when it comes to scale to try to integrate the scale rules of both Tachyon Squadron and DFAE. I'd tell you all about them, but without the Ship Construction Toolkit for TS, it would require too much explanation. But also, my solution is extremely kludgey and I wouldn't want to encourage anyone else to run that nonsense.

Speaking of running that nonsense, Origins is upon us! I'll be offering Ace Squadron and one of two Danger Patrol hacks at Games on Demand. If you want to see my kludgey solutions (note to self: start a consulting firm) yourself, come on by and bring your generics. Obviously, I'm still way into this Star Wars Resistance game, but I also looked at my two Danger Patrol hacks again the other night -- Dungeon Patrol and Danger Wars -- and I'd be excited to run either of those, too! So it'll be a good time.

Come check it out!
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Thursday, May 16, 2019

[DFAE] Ace Squadron's Aces

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The ships of Ace Squadron, which consists of "aces," all have the word "Ace" in their names. I'm not sure if this is confusing or just appropriate, but it does make for some easy color-coding. 

I mean, Hype is a green Rodian, and his ship is green, and it's called Green Ace. Griff wears all black, and his ship is black, and it's called Black Ace. Et cetera.

Making these ships was fun not only because it's fun to make things (it's true!) but because it was also a test of the ship-construction rules I wrote for Tachyon Squadron. If you were a Kickstarter backer, you'll be getting that probably sometime this summer. (I'm guessing late summer; it's supposed to be in editing through June, and then there's layout and a couple rounds of last looks, so July or August?)

Two things must ye know about these ship-construction rules: 

One, balance was not a guiding principle. There's no tradeoff for having a low-quality ship vs. a high-quality ship. This was a mandate from Tachyon Squadron creator Clark Valentine, and I stand behind it. 

Two, every effort -- well, nearly every effort -- wait, let me back that up again -- efforts were made to avoid turning it into a point-buy thing. The guidance in the core book was the primary touchstone, and where more detailed design was needed, more detailed design was produced, but the rules in this supplement don't vary too wildly from what's in the core book to begin with.

On a very basic level, every ship consists of two factors, scale and quality. The higher the scale, the bigger the ship; the bigger the ship, the more it can hold (as in modular equipment bays) and the harder it is to handle. The higher the quality, the more upgrades it gets. 

There's no change to equipment bays, other than an expansion of what can be put in them -- there's a bunch of new modular equipment from Draconis, the Dominion, and the, uh, less-savory elements of the setting -- so I'm not going to into any detail on that. Upgrades more or less follow the guidelines for designing new ships on page 138, with a couple notable exceptions, such as adding an extra damage-instance box to a damage track or eliminating the implication that equipment bays go hand-in-hand with higher-quality ships (they can't, because that's a function of scale now, not quality).

All of the Aces -- Green, Red, Blue, Black, and Yellow -- are scale 1 ships of Good (+3) quality. They are significantly better than the standard Average (+1)-quality ship of their scale. If this were a Tachyon Squadron game, it'd be ridiculous how good these ships are. But it's not, and hey, these are the Aces, man! They all have supremely tricked-out ships. That's their whole deal.

Speaking of which, here are their character sheets. You'll note that their design is considerably different from the character sheets I posted before. I want to make sure there's no confusion regarding which sheet to use under which circumstances. As a player, I don't think you could reasonably mistake your ship's sheet for your character sheet. I'm constantly worrying about things like this when I make character sheets -- ease of use.

I think the sheets are pretty self-explanatory, but I'm gonna explain more anyway. Specifically, the character-specific reasons their ships have been designed and statted-out the way they are. The source material doesn't provide a ton of information about these ships, so I've had to make do.


Green Ace's big distinctive feature is those movable wings that can "shift angles for maximum maneuverability while speeding through turns." Given that, it seemed like the most suitable way to represent that was by making the ship especially good at getting on someone's tail or shaking a tail, so that's what we have there. Mechanically, I've treated this is as a piece of modular equipment, but narratively it's obviously not. Ultra-Maneuverable isn't a great aspect, but I'm hoping to think of a better one before Gamex. It'll do.


Red Ace's description is all about the practicalities of its design, which is great for me. "Technologically powerful," "built for precision performance," "delicate balance of speed, acceleration, and power" -- these are all very useful phrases. In contrast to Green Ace, I'm really into Red Ace's aspect (Power. Precision. Performance.) because it sounds like a commercial for a German car. The modular equipment here is straight out of the book, but I think they suit Freya very well. She's more cautious than the rest and more concerned about tactical advantage. She spends most of her time in Red Ace racing, but she's studied for a fight and built a ship to match.


The thing to remember about Blue Ace is that Torra Doza's over-protective father paid for it, so of course it's the sturdiest ship of the squadron. It has a shield generator booster, three shields, and an Armor rating. It's a Volvo. Captain Doza just wants to keep his little girl safe, but not so much so that she doesn't get to fly combat missions. Complicated relationship, there.


Black Ace is the opposite. Not only does it only have two shields, but Griff has rigged it so he can redirect power from his shield generator to his propulsion and weapons systems. He's still used to flying a TIE with zero shields; it's a point of pride with him. If you're a good enough pilot, you don't need those shields. Shields are for rookies! He's put all his upgrades into a high Weapon rating and a good targeting computer. The best defense, etc. 

Black Ace is objectively the coolest-looking ship of the five. Nothing game-related; it just needs to be acknowledged.


Yellow Ace is the weird one, as expected with a ship that can shift its four wings into different configurations. This is reflected mechanically in the ability to swap the ratings of the ship's starfighter skills. At the start of his turn, Bo can pick two skills from Pilot, Gunnery, and Tactics (but not Technology, which is always going to be +3) and swap their ratings. I hope this is interesting in play. I've tried to make it a meaningful choice by limiting the ratings in question to +4, +2, and +1, so you can never have, say, +4 Gunnery and +3 Pilot. That gap from +4 to +2 means that compromises will have to be made. As for the rest of the ship, apparently Bo pushes the envelope so much that he tends to crash Yellow Ace a lot, so he has a couple extra damage instances to help deal with that. Bo's ship is also be difficult to pilot for anyone who isn't used to it (i.e., anyone but Bo), so I threw in a little sorta-stunt to reflect that: anyone else who flies it minimizes a die on all rolls. It doesn't really fit in mechanically as an actual rules component, but it feels right thematically, and ultimately that's why we're here.

(Bo is my favorite.)

You may have noticed that I've basically separated the pilots' spacefaring skills from the actual pilots, and then renamed them to "starfighter skills." Again, that's me being concerned about players having to look back and forth between two pieces of paper, and I figure if I put all the skills they need for space engagements on the ship sheet, there'll be a lot less of that. 

Also, they all have Pilot at +4. They're five of the best pilots around, and they routinely race each other in their downtime, so it didn't feel right for one of them to be objectively better than the others at this stuff. Using the ship-construction rules, I could have bumped that +4 up to a +5, but I didn't want to do that for two reasons: one, +4's already literally Great, and two, they're obviously going to face some pilots who are better than they are (on paper) and I don't want the skill-ratings arms-race to get too ridiculous.

Monday, May 13, 2019

[DFAE] Ace Squadron Mantles

Oops, I know I said I was going to offer a sneak preview of Tachyon Squadron's ship-construction rules, but there's something else I want to talk about first: mantles.


In case you're not familiar with Dresden Accelerated, mantles are the game's primary way of communicating a character's archetype and their general "place" in the setting. Some are pretty broad, like Reporter or Magical Practitioner. Some are much more specific, like Knight of the Cross or Valkyrie. (At least, those latter two seem more specific to me.) Every PC has one -- sometimes they might have mostly one and a bit of another.

Mantles give you some unique conditions and a couple of core stunts. There are also optional stunts you can buy with refresh, like in most Fate games, but everyone with a given mantle will have its unique conditions and core stunts. And the unique conditions frequently don't work like other conditions, where you check a box to avoid being taken out. Lots of them are a much more proactive resource.

(Standard conditions are a resource too -- they're things you expend to avoid being taken out -- but we don't tend to think of them that way because you're normally spending them reactively, not proactively. Same with stress. This is one of my needlessly pedantic distinctions. Let's continue.)

For example, the Reporter's unique conditions are Press Credentials and Off the Air, and its core stunts are Journalist Favors, Word on the Street, and Media Frenzy. Everyone with the Reporter mantle has those conditions and stunts. I think I've made my point about a game that's been out for a long while now that you probably already know about because it's very good.

Sometimes a mantle will have a unique condition with five boxes, and you can check a box to make a thing happen, and sometimes there'll be an accompanying unique condition with only one box that makes you check all the boxes on that other unique condition when you use it. Some examples of these multi-box, proactive conditions are the One-Percenter's Wealthy condition and the Changeling's Called condition.

And oh man, do I love those. I think you can tell just from looking at these character sheets.

Why do I love these so much? We already have stunts and aspects for making characters distinctive, but mantles offer a third way through strong worldbuilding. They're like a higher high concept. And the conditions in question are a mechanical widget that ties directly into that. If your archetype is this thing, you have this resource available to you. There's usually also some interesting way of recovering those marked conditions, which is more or less another way of letting the player how to behave in character. Not always; sometimes it's just a matter of waiting, like how the One-Percenter recovers one Wealth box at the beginning of a session, but usually it requires purposeful action. This is also a big deal to me.

Strong bonds between mechanics and setting -- that's like... like you know how people who are sensitive to ASMR find flipping pages and sussurus and whatever else weirdly pleasing and/or gratifying? That's me with a good fusion of mechanics and setting.

Now, with Ace Squadron, I have the luxury of being able to just come up with a mantle that fits each character without worrying about what those say about the world at large, but I honestly think you could take those mantles, apply to them to Star Wars, and have them fit right in. That wasn't a key concern for me (or any concern, really), but, y'know, it's nice!

And because I specifically like those five-box conditions, well, every one of the mantles I made for these PCs has one of those. What's funny is I didn't even list the names of their mantles on their character sheets, because this is for a one-shot and I don't want to give the players extraneous information that may confuse things. But for the record, they're these:

  • Hype Fazon: The Leader
  • Freya Fenris: The Scholar
  • Torra Doza: The Heart
  • Griff Halloran: Ex-Imperial Veteran
  • Bo Keevil: The Daredevil
Now, you can see that I went off-script a little there for Griff, but for concepting purposes I really wanted to hit the ex-Imperial thing hard and I couldn't think of a more elegant way to do it. The guy has the symbol of the Galactic Empire tattooed on each bicep; you gotta give it to him. Plus everyone else's mantle sort of pays lip service to the five-man band concept, but Griff sets himself apart from them in some ways, so if you squint just right it makes sense that his mantle would diverge from that pattern.

What was fun after that was coming up with a good name for each mantle's primary unique condition, and then figuring out what it should do. Would it maybe have been wiser to consider that this one-size-fits-all approach might not work for every mantle? I dunno, maybe, but I think it worked out, and besides, trying to distill what each mantle brings to the table in a single word was very informative. Everything else about the mantle had to connect in some way to the name of that condition track. 

I mean, yes, it derives from the name of the mantle too, but the condition names feel more important, because that's what the players will actually interface with -- not the mantle name, which is much more ornamental in this case and doesn't even appear on the sheet.

You can see for yourself what each mantle's unique conditions are, but I have a whole blog here so I thought I'd talk a little about my reasoning for each of them, because I found the process fun and enlightening.


The Leader's main unique condition is Command. I wasn't sure about this one at first, but there's a Star Wars Resistance short in which Hype totally comes up with a plan and tells everyone how to execute it, so whaddya know, he's a leader after all. Hype can mark Command boxes to help ensure that his squadmates successfully execute a plan. This mantle also has a secondary unique condition, Focus Fire, that lets him mark all his remaining Command boxes to give the squad a big advantage against a single target. Hype recovers a Command box when he makes a new plan, which could conceivably be every scene, but I'd rather trust my players to act in good faith and just let that go. Plus this is a one-shot, so everything's a little truncated.

Oh, that's another thing about these unique conditions: How easily or quickly do they recover? Can't be so easy that marking boxes is meaningless, but -- especially in a one-shot -- it can't be so difficult that the player balks at marking them at all. This was another big source of lonely fun for me making these characters.

Anyway -- moving on.


The Scholar's unique condition is Study. Pretty straightforward. Freya recovers a Study box at the end of a scene in which she absorbs new information or reviews her past performance. I gave it two triggers so the player can be proactive about it. If it was just the thing about absorbing new information, I'd be concerned that the player would twist themselves in knots trying to find some sweet, sweet new information and it'd come off as contrived. Freya's a studious, driven pilot; I can totally buy her reviewing her gun-cam footage to improve her performance.

Oh! And what does Study do for her? Checking a box gets her a big bonus to overcome or create an advantage when she can bring her erudition to bear, and also she has another stunt called Corrective Pedantry that lets her alter and improve a situation aspect created by a squadmate. I hope that's as funny in play as it is in my head.


The Heart's unique condition is Teamwork. Torra Doza's voice actor said in an interview that Torra's all about her friends and family and love and etc. She's less jaded than the other Aces, being the youngest by far at 15, and I like the idea that she's sorta the squadron's resident optimist, always believing in the team to pull through in the end. She's the kind of character who'd probably refer to the Aces as a family at some point, and then Griff or someone would reluctantly grunt agreement. So she's all about that Teamwork, and can check a box to help an Ace who can see or hear her. She recovers a Teamwork box at the end of a scene in which an Ace helps her (mechanically speaking) or in which she spends a fate point (important distinction) to invoke a situation aspect created by another Ace. I.e., her belief in the team (and her special mechanical ability to help them) is stoked by her teammates actually giving back.


The Ex-Imperial Veteran's unique condition is Experience. This was probably the first one of these that came to mind -- that or Torra's Teamwork condition -- because it's just so... appropriate. It's 34 ABY and this guy used to fly a TIE fighter for the Empire. He's been around, and that should be his big strength. He can check those boxes not for a straight-up bonus, but to improve the reliability of his performance by maximizing dice. His secondary condition is I'm On the Leader, a blatant homage to another famous Imperial TIE pilot (Darth Vader -- I'm talking about Darth Vader), that makes use of his unmarked boxes against a single enemy. So there's some tension there for Griff's player: check Experience boxes for better results in a variety of situations, or leave them blank to really stick it to one foe later? I look forward to seeing what the player does. 

Oh, and Griff recovers an Experience box at the end of a scene in which his player voluntarily fails a roll. I don't call for extraneous dice rolls when I run Fate, so this should be significant, but if it's not I'll adjust!


Finally, the Daredevil's unique condition is Risk. I was going to call this one Stunt, but I figured that could get confusing, and Risk works. I really enjoyed just loading Bo Keevil up with mechanical bits that strongly encourage his player to put him in constant peril. Bo can check a Risk box to get a bonus to overcome or create an advantage in dangerous conditions. More importantly, he recovers a Risk box when he takes damage or chooses to succeed at a cost. Generally speaking, overcome and create an advantage don't intersect with avoiding damage, so taking damage to recover Risk is always an option for his player in combat. I hope that there's sometimes a real choice between marking a box to succeed on an overcome action and not doing that so the player can succeed at a cost to recover a box. 

On a related note, Bo Keevil also has a couple other stunts that encourage foolhardiness: Thrillseeker and Danger Zone. The former gives him access to a new approach, Reckless, at +5 when he's marked a 4-shift damage condition, and the latter lets him mark a Risk box to attempt an action so desperately dangerous as to be virtually impossible otherwise. Will that work in play? Like, shouldn't a good GM just let players try stuff regardless? I see that perspective, but I'm hoping the mere presence of that stunt on Bo's character sheet encourages the player to do some real stupid stuff.

If you're going to be in the Los Angeles area over Memorial Day Weekend and want to see any of this in action, come to Gamex and get in on it! I'm running this game Saturday and Sunday at 2pm, and while pre-reg is full for both, that just means two out of five seats are taken.

Next time: The ships, I promise!

Thursday, May 9, 2019

[DFAE] Star Wars Resistance


So... it's been more than three years now since I've posted to the ol' blog. Let's just acknowledge that up front and move on with this new entry.

(Why's it been so long? I kinda haven't had a whole lot to write about, to be honest! A lot of my work in the past few years has been with Evil Hat's Fate Worlds line, mostly as a system developer. Sure, I contributed to Tachyon Squadron -- about which more later -- and Shadow of the Century, but I don't know that I had a lot to say about those games in terms of Fate-hacking, which is ostensibly the topic of this blog. Okay, explanation delivered!)

I'm running a Star Wars Resistance game called "Ace Squadron" at Gamex in a couple weeks, in which the players will portray the criminally underused pilots of said squadron. For most of the season I was pretty lukewarm on Resistance -- it's had its ups and downs -- but one consistent flaw of the show, in my eyes, has been that it's almost completely ignored its potentially most-interesting characters: the Aces, pictured above.

Who are the Aces of Ace Squadron? What's their deal? They're the first line of defense for the Colossus, the big floating fueling platform that serves as the setting for the series. It's sort of a hive of scum and villainy writ large, a place where pilots and associated tradespersons from all over the galaxy either gather or end up -- it's not entirely clear why most of them are there. It's like a Happy Bottom Riding Club for the Star Wars universe. For whatever reason, this is where anyone who wants to fly faster than anyone else comes to prove themselves. The Aces are the best of these pilots, practically treated as royalty both in recognition of their skill and as compensation for the services they provide.


HOW IS THE SHOW NOT ABOUT THESE PEOPLE? Anyway.

Only one-and-a-half of them really get any screentime (Torra Doza's the one, Hype Fazon's the half), but the other three, probably the most interesting of them all, are virtual ciphers. You've got an ex-Imperial pilot in a heavily modified old TIE fighter, a Kel-Dor stunt pilot, and... a pale woman with an accent?

Yeah, the show doesn't do much with them, and you wouldn't even know anything at all about Bo Keevil, the Kel-Dor, from the episodes themselves. You'd have to have watched this not-quite five-minute behind-the-scenes video with the production staff and the Aces' voice cast (most of them, at any rate) to even know that much about Keevil. He doesn't have more than, like, two lines in the entire series thus far!

And Freya Fenris, the Pale Lady, doesn't fare much better, but at least they invited her voice actor into the studio to get her perspective on the character she plays. If nothing else, it's good to see that the actors have some insight into these characters.

Anyway again. I'm a sucker for spaceship dogfights and test pilots and everything in that general milieu, partially due to watching The Right Stuff a lot as a kid, and reading Chuck Yeager's autobiography in high school. So naturally I'm drawn to these Aces.


AND THAT BRINGS US TO THIS BLOG POST. As I mentioned before, I'm running a Fate game about these five pilots at Gamex. At first I was going to back to my version of Faith Corps I'd tweaked for previous Star Wars games, then it hit me like a ton of bricks. Dresden Accelerated!

I've yet to play DFAE or use it for anything, and this seemed the perfect opportunity. Boy, am I glad I made that choice, because making these characters has reminded me how brilliant this book is. Man. So good. Mantles feel like a puzzle piece that fit into a gap in my brain that I didn't even know was there. Hats off to the whole team on that one.

Between reading DFAE, making these characters, and zhuzhing their character sheets to within an inch of their lives, I've spent a lot of time in the past week or so on this game. Reminded me of old times! So here I am to post their character sheets. Get them here! Click here!

Next time: The Aces' ships, and a sneak peak at Tachyon Squadron's starship construction rules! Yes, there'll be a next time!

Saturday, December 31, 2016

[Faith Corps] Rebelling Out of 2016

Pictured: January 1, 2017.
What's it been, six-plus months?

Anyway, I'm gearing up to run another Star Wars Rebels game in February at OrcCon, and I'm expanding the cast of characters beyond the five members of the Ghost crew I used last time, so... I thought I'd post them here, because where else am I going to do it?

There's Rex, former clone captain in the Grand Army of the Republic.

Ketsu Onyo, former partner of Sabine during their Imperial Academy days and then later their Black Sun bounty-hunting days. (My son gave me Ketsu's ship, the Shadow Caster, for Christmas, which may or may not have been a factor in the inclusion of this character.)

C1-10P, aka "Chopper," the Clone Wars-era astromech for whom the word "cantankerous" seems to have been invented.

(Have you been keeping up with Rebels this season? It's real good.)

It was tempting for a bit to try to include a Rogue One character or two in this scenario, but... I didn't. Jyn doesn't really work as a rebel earlier than, like, a week before the events of Episode IV. Saw was fair game, because he showed up briefly in the last scenario, but -- and this is going to sound a little ridiculous, I know -- there isn't a good picture of him in the style of Rebels, and the depiction of him in The Clone Wars isn't really consistent IMO with how he's presented in Rogue One. But that'll change soon!

Plus, I dunno, it felt a little like I'd be doing it just to reference Rogue One, which isn't the best reason. And he wasn't a great fit for this story. I'm a little concerned about him showing up in Rebels, to be honest. I still want him to be an unhinged rebel nutbag in Rogue One; making him a team-player like this... I dunno, I'd pictured his slow descent into extremism and having a robot foot to have been a years-long process rather than a... two-years-long process. He looks better in Rebels than he does at the beginning of Rogue One!

(Everyone's seen Rogue One by now, right?)

And for a bit, I was like, "Hey, Chirrut and Baze!" But I got the impression that two years before the Battle of Yavin, they were doing a lot of hanging out on Jedha rather than gallivanting around the galaxy on some damn-fool idealistic crusade. I could've had the story come to them, but I have another one in mind that I like a whole lot. Maybe next time, fellas.

I also thought about bringing Leia in, for obvious reasons. Maybe I still will. I still have a few weeks to sort all of this out. Besides, as it stands, I have seven PCs for hopefully only five players.

At any rate, this story takes place between the season 2 finale and the season 3 premiere. So Ezra's darker, Kanan's had that thing happen to him (now I'm worried about spoilers?), the Phantom's still around, and -- oh, what the heck -- Thrawn hasn't shown up yet.

In case you're already familiar with the sheets from the Rebels game I ran at Gamex last year, I just want to say that I really their layout, but I had to change things up for this game. Apparently Disney never released any good full-body posed pictures of Ketsu or Old Man Rex like they did with the Ghost crew in season 1, and those art elements were a real focal point of the other sheets. I like these too, though. You probably don't care about this part, but seriously, I think a lot about it. Too much. And I'm only working with Word here, so I'm doing the best I can.

So! Happy New Year, and may the Force be with all of us.

Wednesday, May 25, 2016

[Faith Corps] Star Wars: Ships

A typical day for the crew of the Ghost.
So, spaceships! That's what people want, right? I know I do.

As mentioned previously, I have a set of dogfighting rules for Faith Corps with which I'm happy, and which have worked well. (Probably why I'm happy with them.) And I'm a sucker for dogfighting, especially in space.

If you know Star Wars Rebels, you'll know that there are two main ships in the show: the Ghost, a modified freighter that the crew calls home, and the Phantom, the little shuttle that docks in the Ghost's tail and serves as a small starfighter in times of need (so, like, always).

If you take a look at the linked character sheets for the Ghost and Phantom, above, you'll see they're mostly built like PCs, but not quite.

For one, they don't have approaches or disciplines -- instead, they have three plain ol' stats. These are Maneuver (how maneuverable the ship is), Speed (how fast its sublight engines are), and Systems (everything from the navicomp to the comms to the targeting computer).

When a character does something on a ship, if one of these stats applies, add its die (or dice) to the character's chosen approach and discipline. For example, if you're the pilot and defending against a TIE fighter, you'll roll an approach (probably Quick) plus Action plus Maneuver. If you're trying to chase that TIE fighter through an asteroid field before they can clear it and report your presence, you'll roll an approach (maybe Quick, but Careful wouldn't be bad either in a Star Wars-brand Asteroid Field™ where all the asteroids are way bigger than your ship but still float around mere yards apart from one another) plus Action plus Speed. If that doesn't work and you're trying to jam the TIE's comms, you'll roll an approach (Clever, perhaps?) plus Tech plus Systems. You get the idea.

These two ships have die ratings in all three stats, but that's not always the case. The Gozanti-class cruiser, for example, doesn't have a Maneuver die or a Speed die. They're fairly big and bulky, and, more importantly, they're likely the biggest ship that could appear in this game, so I don't need to account for, say, the maneuverability and speed of Star Destroyers.

The dogfighting bit is pretty simple. If your Maneuver die is lower than your target's Maneuver die, you need to use a free invocation on an aspect to be able to attack them. The "free" bit is important. Maybe you spend a round getting In Position, or maybe an allied pilot is your Wingman, or maybe the co-pilot uses the ship's targeting computer to get Locked On. (The Ghost and the Phantom can break this rule: Each has a dorsal turret that, if manned, lets the gunner attack any target regardless of its Maneuver die.)

(Compared to the dogfighting rules I used for Crimson Skies, these are barely there, but Star Wars dogfighting really doesn't care about, like, actual dogfighting maneuvers. It's all "Damn it, Wedge, where are you?" and "I can't shake him!" and "Thanks Wedge!" Wedge is heavily involved.)

I'd previously used defined game terms for ship-mounted weapons -- Accuracy, which adds to the attack roll, and Power, which adds extra damage on a hit -- but here I've dropped those terms in favor of framing that stuff as stunts. It's just one fewer thing to explain at the table. This way, the stunt spells out what to do. So I'd explain what Accuracy and Power are, but hey, look at the ships' weapons-oriented stunts instead.

As for defense, ships typically have shields, which here are basically free invocations on an aspect called Shields, but that seemed a little fiddly, plus treating it as an aspect implies that anyone can put more free invocations on it at any time. Instead, each ship has a number of check boxes, something like a stress track. Check a box and add d6 to your defense roll. When you're out of boxes to check, you're out of shields. Someone on board can use Tech to try to get more shields happening, and thus clear boxes, but they can't ever add more boxes.

Ships also have conditions, pre-defined just like PCs. Actually, this is where the pre-defined conditions-thing started -- with ships. However, anyone on board a ship can voluntarily take a condition to reduce a hit to that ship. This can result in cool things like Hera failing a defense roll while piloting the Ghost and ending up Irritated or Under Pressure. Because hey, just like in the show!

For NPCs, I build pilots and ships separately, even though those pilots are likely only ever going to act while piloting a ship. This way, I can keep the same three-dice thing the PCs use instead of trying to figure out some other way to achieve dogfighting parity. Big ships have gun emplacements operated by gunners, which gives them multiple attacks a turn and makes them as scary as they ought to be. For the She-Devils game, I attempted to scale things up by letting big ships step down the Power dice of starfighter-scale weapons -- sometimes two steps -- or even just say they're immune to weapons with a Power die of X or less. So they're easy to hit, with their lack of a Maneuver die, but harder to harm. Unless you have an advanced proton torpedo with 2d8 Power or something. I didn't really get to play out a lot of that, so I can't tell you how well it works.

All the dice business here makes a lot of this a little more difficult to translate to Fate Core. I'm not a fan of huge bonuses to dice rolls in my Fate games, so I'm reluctant to say "Just make it a +1 bonus for a d4, +1 per step above that." But I dunno, that's probably the easiest way to do it without changing a bunch of other stuff.

Saturday, May 21, 2016

[Faith Corps] Star Wars: Long-Lasting Conditions

You wouldn't like Ezra when he's angry. Unless you're playing him. 
Last time I talked about mild conditions, and how I'm using them in this hack of Faith Corps to emulate Star Wars Rebels. That's great and all, but Faith Corps characters also have moderate and severe conditions! Betcha thought I forgot about them! I didn't!

So if mild conditions are short-term ways that PCs respond to stress (that's why stress is called stress in Fate, y'know), moderate and severe conditions are their long-term responses to more serious stress. In Faith Corps, moderate conditions stick around for the length of a Mission, or maybe a single session. (The book is a little inconsistent on this point.) Severe conditions persist for "five or six" Missions, or maybe just one Mission. (On page 43 it says the former, on page 138, the latter). Either way, I don't care, because I run one-shots! Advantage: Olson!

This means I don't really have to consider recovery time, or what happens when a condition's recovering, because it's beyond the scope of what I'm doing here. They're both just long-lasting conditions to me -- changes to the character that you'd expect to affect them throughout an episode. (To reiterate, Advantage: Olson.)

So here are Ezra's three moderate conditions.
  • Afraid
  • Angry
  • Conflicted
Each of these is kind of a heightened extension of one or more of his mild conditions. But only kind of, because I didn't really plan it that way. The real intent was just to represent character traits that Ezra typically, but not always, displays in an episode of Rebels. Sometimes he'll be motivated by fear or anger for the better part of an episode. God knows he has enough to be fearful of and/or angry about, but he usually starts out relatively well-adjusted and quippy. Conflicted isn't always a thing, but there have definitely been times when he's spent an episode being torn between two diametrically opposed options, like "Should I be a Jedi, or work for Hondo Ohnaka?" Only a teenager would consider this an actual choice.

Note that since he can only take a maximum of two of those three conditions, he'll never be obliged to be conflicted when there's no source of real conflict for him. Ditto Afraid and Angry, but those are more likely to crop up.

At any rate, moving on to his severe conditions. Like everyone else, he has his choice of two:
  • Vengeful
  • Injured
Vengeful's a great long-term condition to keep Ezra going for a multi-episode arc. I mean, I won't have multiple-episode arcs -- one-shots! -- but for the thing I'm emulating, it's appropriate. It's also the pinnacle of his implied "Dark Side conditions" track. This is assuming that if he were to really turn to the Dark Side, he'd be an NPC, which works for me. 

The other severe condition, Injured, is shared by all the PCs. It's not so appropriate as a thing that'll stick around for a series of sessions, but it is appropriate as, basically, the worst and simultaneously least-likely thing to happen to a main character on Rebels. Usually, when one of these characters gets hurt-hurt, like genuinely wounded, it's a big deal. (See the finales of Seasons One and Two.) So it's a big deal here, too.

For comparison purposes, here are Hera's moderate conditions:
  • Tense
  • Afraid
  • Worried about __________
Maybe "Tense" isn't the best heightening of her mild conditions of Under Pressure, Irritated, and Flustered, but it feels longer-term to me than any of those. Ditto with "Worried about _____" vs. her mild condition of "Protective of _____." Like, I can see her pulling Kanan aside and saying, "I'm worried about Sabine" in the second act, but not really "I'm protective of Sabine," which feels more in-the-moment to me.

Here are her severe conditions:
  • Despairing
  • Injured
If severe conditions are "What's the worst thing that can happen to this character that doesn't take them out of the action?", then for Hera I think Despairing is it. She's the one who got this whole Rebels thing started; hope is kind of her thing.

BONUS THING:
One of the strengths of these pre-defined conditions is that it gives you another mechanical hook to play with. For example, Ezra has this stunt:
Tempted by the Dark Side: When you have the Impatient, Afraid, Angry, or Vengeful conditions, you can invoke those conditions for free on any roll that includes Jedi, once per condition per scene. For each of these conditions you invoke this way, the GM takes one destiny die.
I like how this might incentivize Ezra's player to take one or more of those conditions. If they really want to follow the Dark Side thing all the way down, they can really commit and take them all.

Similarly, the Ghost has this stunt:
Sensor Scrambler: When scanned by sensors, as long as it doesn’t have the Damaged Sensor Scrambler condition, the Ghost can appear to be another ship, no roll required.
I like how taking that condition has a very specific effect on the story, both mechanically (you lose access to a stunt) and narratively (it just plain doesn't work until someone takes the time to fix it). And this is basically how the Ghost's sensor scrambler works on the show, which is the point of this whole thing in the first place.

Friday, May 13, 2016

[Faith Corps] Star Wars: Maintaining Tone

Hera looking irritated. Or maybe under pressure.
After playtesting that Star Wars Rebels scenario I'm running at the end of the month at Gamex, I've decided to make some minor changes.

The playtest was fun, and the characters felt right, but I like it when a game's (or, in this case, hack's) mechanics support the tone of the thing we're trying to emulate. Obviously all of us human beings involved in the game are largely responsible for that, but when the game constrains our choices in certain areas such that we have no choice but to maintain tone... I like that. (I tried to take that to a bit of an extreme with the long-languishing Sparks Nevada RPG by mechanically incentivizing not just roleplaying, but saying certain things associated with the canon characters.)

One of these changes is deviating from a recommendation in Demon Hunters: A Comedy of Terrors RPG (for such is our source of Faith Corps mechanics, in much the same way that, for years, Spirit of the Century was our source of Fate -- or, back then, FATE) in a small but important way.

The Demon Hunters way of handling a mob of minions is to give them a die code for "Mob of X" -- which works great -- plus a few other dice, and then a number of mild conditions. For a small mob, the recommendation is five or six mild conditions. As you might expect, that makes for some super-resilient mooks, way more resilient than I expect the default minions of a Rebels game -- stormtroopers -- to be.

In play, even three mild conditions was too much, in fact. They just stuck around too long, especially for the in-medias-res intro scene in which I used them. Thus, I'm dropping them down to one or two. Typically in Rebels, stormtroopers are more pressure than major enemy. They're usually used as either an excuse for a relatively brief fight scene, or as a reason to run/give up when they show up in overwhelming numbers. The former case is a 10-minute fight, the latter is a compel. Er, endure. (Endurance, maybe? What's the noun form of "endure" that's equivalent to "compel" used as a noun? We haven't gotten there yet.)

The other change is more of a thing, and it's this: pre-defining conditions for the PCs. In the heat of the playtest moment, I found myself tossing out really lazy conditions, like "Blasted" and "Oh My, More Blasting." Now, should I be a better GM? Absolutely. Boldface, italics, underline, of course I should.

But later I realized that the reason I was going for those goofy conditions was that I didn't want to stop and think of a good condition in the middle of the action. Plus, the easy, go-to conditions (like "Blasted") aren't really appropriate for Rebels. You don't see the crew of the Ghost getting actually shot a whole lot.

So! Pre-defined conditions -- more like conditions as presented in the Fate System Toolkit -- help with that. But defining them on a per-character basis means that you can force every character to react to stress differently, which means the players' choices all fall into the category of "Things That Reinforce Tone."

The companion alteration to this is to say that mild conditions clear at the end of the scene, a la stress in Fate Core. What that means is that mild conditions become new aspects with a lifespan of one scene, so you can use them to further characterize a PC without using up character resources like approach/discipline dice, aspects, or stunts to do so. Moderate and severe conditions stick around for longer, so you can use those to show how the events of an episode change the character for the length of that episode (in the case of moderate conditions) or an entire story arc (for severe conditions).

Every PC can take as many as three mild conditions, like before, but they have five conditions to choose from, so they're not locked into being the same way all the time. And none of these mild conditions involve actual injury (well, except for Zeb) -- they're more about the mental toll the events of the scene are taking.

For example, Hera Syndulla's five mild-condition choices are:
  • Under Pressure
  • Nervous
  • Irritated
  • Flustered
  • Protective of ______________
As the scene goes on, and Hera fails to defend against all those aforesaid stormtroopers' various hails of blaster-fire, the effect might be that she thinks, "I've gotta think of a way out of this -- fast!" Or maybe "How are we going to get out of this?" Or "This is the last thing I needed today!" Or "If I could just have two seconds of peace I could think of a way out of this!" Or "Hey, Kanan's in trouble!"

These don't account for every single reaction Hera might have to failing to defend against blaster-fire, but it's a good variety, and they all feel in-character to me. And they reinforce this important but oft-overlooked maxim: Failing to defend against an attack doesn't necessarily mean being physically injured by that attack.

Here are Ezra Bridger's:
  • Overconfident
  • Mouthy
  • Impatient
  • Stubborn
  • Protective of ______________
Quite a bit different. If Ezra fails to defend against that same blaster-fire, he's more like to think "These guys are chumps!" or quip "Is that the best you bucket-heads can do?" He's liable to worry about his shipmates in the moment too, from time to time, but the big ones to me are Stubborn and Impatient (and, to a lesser degree, Overconfident), because it ties into his emerging Dark Side tendencies. He doesn't walk around with yellow eyes and a black cloak when things are good, but when pressured, he can definitely lean that way. (Probably doesn't help that he's a teenager.)

I do want to talk about moderate and severe conditions, because they're their own respective beasts, but this is long enough as it is. I'm going to save that for another blog post. Hey, anything that gets me posting more than once a month is fine by me.

Friday, May 6, 2016

[Faith Corps] Hey, Star Wars!

Event pre-reg for this year's installment of Gamex opens tomorrow at noon, and one of the games I'll be running there is a highly anticipated (by me) Faith Corps treatment of Star Wars Rebels.

Your first question may be, "Mike, what're you, some kinda bag of hammers? How could you misspell 'Fate Core' so completely?" Fair question. Rude, but fair.

Twist answer: I didn't! Faith Corps is the game system that powers the new edition of Demon Hunters: A Comedy of Terrors RPG. Designed by Cam Banks and Amanda Valentine -- maybe you've heard of them? -- it's mostly a blend of Fate Accelerated Edition and Cortex Plus with a little Atomic Robo thrown in. I've used it for a couple of Star Wars games at conventions since last fall, and I'm really digging it. The mechanics are pretty similar to Cortex Plus, with plenty of room to play around with different dice tricks, but it plays almost identically to Fate, so it's been very intuitive for me. (And, y'know, just different enough to trip me up sometimes.) And since it's that close to Fate, well, I figure talking about it on this blog is fair game.

Anyway, last fall I ran a Faith Corps Star Wars game called Rebel Scum in which the PCs were Imperial Intelligence in the nascent days of the Alliance to the Restore the Republic. They were tasked with infiltrating a Rebel cell and finding out what they could about the Alliance's plans. What they ended up doing was assassinating Mon Mothma, framing someone else for it (right before convincing a group of Rebels to space him), and assuming leadership of the Rebellion. Take that, canon!

I followed that up in February She-Devils of the Outer Rim, a mash-up of volume 7 of Atomic Robo with a bunch of EU stuff I'd never heard of before I found it on Wookieepedia. Given the source material, I'd expected and planned for a whole lotta dogfighting -- came up with some simple dogfighting rules and wrote up a bunch of ships, using WEG Star Wars and the X-Wing minis games as general guides -- but they didn't really end up doing much. Point is, I have a set of good, workable, easy dogfighting rules. Plus sweet Star Wars-ized portraits of four She-Devils from Robo, courtesy of Scott Wegener.



At the end of the month, at Gamex, I'll be running this Star Wars Rebels scenario. It's the first time I've really statted up canon Star Wars characters of any kind, let alone such fairly well-known ones, so the pressure's kind of on (in my mind). I managed a playtest of most of it last night with four local gamer-friends, and it went well, so I'm looking forward to the real thing. I'm trying to blend elements from a few different eras of the Star Wars saga; we'll see if it's too much. Of course, by then it'll be too late, but whatever. Come play it anyway! 

(If it goes well, I'll try to run it on-demand at Origins and, assuming I can make it up there, put it on the schedule for Big Bad Con.)

Wednesday, April 6, 2016

[Atomic Robo] OGL Rules Now Available!

Yes! It is literally in writing!
Thanks to the kindness of the Fate More Kickstarter backers, many new rules systems from both ARRPG and ARRPG: Majestic 12 have been OGL-ified (by me!) and are now online! For you! All for you! Right here! Click this link!

These subsystems include:
  • Modes! Modes had previously appeared in the Fate System Toolkit, but in a rather abbreviated form. The OGL has the full Robo treatment.
  • Custom skills! Point-based skill construction rules, similar in spirit and intent to Strange Fate's custom skills, but much simpler.
  • Stunts and mega-stunts! Ripped from the pages of ARRPG!
  • Brainstorms! Players, take the wheel!
  • Invention! Includes the variant used in Majestic 12!
  • Mission briefings! Sorta like brainstorms, but different! Look, I don't have time to go into it now!
  • And nothing more!
I'm looking forward to seeing what other people might create using this stuff. Fate has always had a strong fan community full of builders and hackers; it's always a pleasure to contribute more toys to the toybox.

Monday, February 8, 2016

[Fate More] Get On It!


Hola, amigos! I know it's been a long time since I rapped atcha, but I've been hecka busy. Or... neglectful. Little of both, probably.

Anyway, I come to you today with an important message about Fate More.

What's Fate More? See, this is the problem.

Fate More is Evil Hat's Kickstarter campaign to publish more Fate material in hard-copy form. Most of this material has already been written and even released in PDF form, so the Kickstarter is basically just about covering the costs of printing and distributing these titles. It's already successfully funded, as you may be aware, but it's entering its final 48 hours and there are some really fantastic stretch goals and "Extras" that may go tragically unfulfilled. And the very thought of that makes the Hulk sad.

Or maybe just angry.
What's been unlocked so far? ONLY ALL OF THIS:
  • Venture City, a greatly expanded Venture City Stories. Fate supers!
  • Do: Fate of the Flying Temple, a standalone FAE take and sorta sequel to Do: Pilgrims of the Flying Temple.
  • Young Centurions, a FAE prequel to Spirit of the Century featuring young-adult PCs and all that that entails.
  • Atomic Robo: Majestic 12, a supplement for ARRPG all about playing Majestic 12 agents as the good guys (because they are). Brian Clevinger coughed up a bunch more detail on Robo's world, and I wrote some fun new mechanics for M12 missions and requisitions, then it was edited and laid out -- I'm getting too detailed here. Point is, it exists, and you can get it through this Kickstarter.
In addition, Evil Hat will release an open-license version of ARRPG's rules for modes, mega-stunts, and brainstorms. And I guess I'll have something to do with that, too. And if you think that's cool, there are plans to open-license other stuff, including:
  • Venture City's power-construction rules.
  • War of Ashes' miniatures combat rules -- that I wrote!
  • Lots of cool new mechanics from various Fate Worlds & Adventures releases -- many of which involved me somehow to varying degrees!
(Forgive me for focusing on stuff I wrote or edited, but it's my blog.)

Speaking of the Fate Worlds & Adventures line, that's kinda the main thrust of this whole thing -- compiling them into full-color hardcovers. 
The campaign's almost certainly going to hit that $50K stretch goal, which includes two things I worked on (PK Sullivan's The Three Rocketeers and Nick Pilon's Frontier Spirit). But it's the third one, at $80K, that I most want to see succeed, because it contains Deep Dark Blue, which is the closest I've come to actually writing one of these things myself. The actual author is Lore Graham, who created and wrote the bulk of it, but I'm technically credited as a writer, I believe, mostly for my submarine construction and combat rules. So, y'know, for purely selfish reasons, I'd like to be able to hold that in my hands. 

And, uh, so would you! Right? Because it also has Slip, which has got to be the weirdest of these things I've worked on (in a good way, of course), and Eagle Eyes and House of Bards. Imagine, an entire house of bards!

(I didn't work on anything in Worlds Rise Up, unfortunately, but it has four cool settings of its own: Behind the Walls, Sails Full of Stars, Gods and Monsters, and Nest. I wasn't involved with them and don't really know anything significant about them either, but Evil Hat don't make no trash.)


If this is you -- not literally Atomic Robo from 1926, but metaphorically -- Evil Hat explains it a lot more thoroughly in this Kickstarter update. And while you're there, back the thing! You only have about 48 hours left to help bring hard copies of these books (and all that open content) into existence!

Monday, November 23, 2015

[Atomic Robo] On Modes


Wow, I really thought I'd posted once in October! I've had a hack I've wanted to blog about for the past six weeks or more.

Anyway, something more pressing has come up. Jonathan Hobbs asked on Twitter for more guidance regarding the creation and implementation of modes in homebrew Fate games. Specifically, he had these questions:

How do I identify the key areas of competency to represent? 
Well, for ARRPG it was pretty easy, to be honest -- I knew Action and Science had to be in there, because of Action Scientists. Neither of those really covered talking, which is another thing characters in the comic do, seeing as how most of them are human and all. Thus, Banter. And then I had some other standard Fate Core skills left over, like Burglary, Deception, and Stealth -- again, all things humans need to be able to do -- which suggested the need for a fourth mode: Intrigue.

This is a bigger issue than just this, though. You're really asking "What is my game about?" If it weren't a game about scientists, there wouldn't have been a Science mode. 

What is the impact of a larger or smaller number of modes? 
Something Fred Hicks and I realized in the early days of Robo's development was that with four standard modes, you're really deciding "Which one of these isn't important to me?" Which is great for fast character creation, because your range of choices is very manageable. "She's not good with people" translates easily to not having the Banter mode.

So I think four's the practical minimum, or you don't have any real choice at chargen. Too many and you're replacing one problem ("Which skills should I pick from this big list of skills?") with another ("Which modes should I pick from this big list of modes?"). It also depends on how many skills you're working with. If your list is, say, 12 skills long, the more modes you have the less relevant and distinctive they'll be.

How do I determine how many skills should be in these modes, and what is the impact of modes generally having a large number of skills (5-8) vs a small number (3-4)? 
I'm going to make a few ARRPG assumptions: PCs have 30 points to spend on this stuff, skills cost points depending on how many applications they have, and the cost of a mode is the total of its skills' costs.

So assuming all that's in play, the number of skills in a mode is going to be practically limited by their cost. Generally speaking, I think you want to keep the cost of a mode below 10 points. Three 9-point modes still gives you 3 points left over to customize a little bit. Certainly I think it's useful to keep the costs of all of your standard modes at around the same value, so you can pick any given three and not worry about going over your budget.

Three of Robo's four standard modes are 9 points each, and the fourth, Science, is weird -- like, literally weird, not game-term weird. That's intentional. It's totally coincidental that each of those three 9-point modes happens to have six skills.

If you're not working with points and all that jazz, and are just eyeballing them, like the rules for modes in the Fate System Toolkit do, then -- well, actually, just seek out the FST if you haven't already, because it already has advice along these lines in it. 

How do I determine if I should want a skill to be in many modes or few modes? 
I say start with as few skills in each mode as you think it needs, and then fill in from there. If it only needs three, and you can't think of another that absolutely has to be in there, then keep it at three. If it has more than six or seven, ask yourself if the theme of the mode is too broad.

For example, I'm pretty sure the Action mode started with Athletics, Combat, and Physique as its core skills. Those are the things I expect a one-dimensional "action hero" to be able to do. Rambo, Indiana Jones, and Brienne of Tarth are different kinds of people, but I think we can agree they all at least have these three skills rated above Mediocre. Then I was like, wait, Robo's a pilot -- where does that fit in if his three modes are Action, Science, and Robot? Certainly it's not an inherent part of Science or Robot, and operating a vehicle seems pretty action-heroic, so Action acquired Vehicles. I think Notice came next, because only Intrigue had it at the time (before Science got it too) and it didn't make sense that anyone who isn't good at sneaking around is equally ungood at spotting someone sneaking around. Last came Provoke, because being intimidating seems like an action-hero thing, too. (Another skill that Robo definitely has that doesn't seem to have a place in either Science or Robot.) As it happens, these six skills came to 9 points, as did the six for Banter and Intrigue.

Basically, if you can rationalize that everyone with this mode should also have these skills, then that's what skills the mode should have. Can every robot crack wise? Like, does the typical Dalek bother with strong words or witty repartee or really care about people in a social way at all? The answer is obviously EXTERMINATE. So Robot shouldn't contain Provoke, Rapport, or Empathy, even though it isn't unreasonable that a robot could have those skills -- they're just not a product of that robot's robotic nature. But every robot is probably designed in a way that makes at least Athletics, Notice, and Physique relevant to its operation, so those are good candidates for core Robot skills. (I believe I gave the Robot mode in ARRPG Will as well, for two main reasons: to reflect the computer brain it likely has, and also that because I don't like my robots to be easily intimidated.)

What approaches for mode creation work well, and how should I be attempting to draft these up and piece them together?This... is tough. I mean, I've only used the one approach to doing this, really. Even the one in the FST is more or less the above method (so-called) without the mathematical rigor. I dunno, anyone else have any thoughts on different ways to approach modes?