Lately I’ve been on kind of a Fate kick.
I picked up both Fate Core, and Fate Accelerated Edition from Evil Hat Productions, and I’ve been digging into them all week. For those of you that follow this blog mostly from the D&D side of the street, and aren’t aware of Fate, it’s an rpg with a large emphasis on story and characters, and less on tactics. It relies heavily on the characters taking an active part in the setting, its creation and in how they interact with the scenes they are engaged in. It’s an interesting game and it requires those of us from the D&D world to rethink a little bit how we see rpg’s. I’m really liking the Fate Accelerated Edition version of the game. In essence, it’s a stripped down version of Fate, with fast character creation and a quick on-ramp to gameplay.
If you’re a newbie DM who has only been exposed to d20-type games, Fate may seem a little strange to you, at least at first read it did to me a bit. I’ll give you an example, I’m writing an small adventure for the system (related to something I’m working on Fate Accelerated related) and found that I couldn’t really have too many set-in-stone facts about the story because then I would be taking away some interesting ways for the players to become part of the setting and create Aspects for their characters. Aspects are an integral part of the way a character is constructed in Fate. Things like Last Son of the Sun or Quick on the Draw serve to both add to the character, but can sometimes add to the setting as well.
So what I did was create a list of NPCs and Locations that are important to the story and created questions for the PCs to answer. Thereby accomplishing a few things: giving me information about my own adventure and setting, getting them familiar with the important parts of the story (the clothespins on which the adventure hangs, if you will), and allowing them to use their answers as sources for potential Aspects. This adventure will never be the same twice. I got the idea from Clark Valentine’s Neutral Grounds casefile for the Dresden Files rpg. I hope it works.
So then I wrote up the things events that must happen in the three acts. Basically where ever they take the story, they are still going to meet Mr. X, find x clue at a location, and get attacked by X who leave behind X or y.
It’s a new way for me to approach adventure design, and getting into the mindset of barely creting an adventure so I can leave them room to do it is challenging as a tried and true dungeon crawler. 🙂
But I’m liking the system, and I’m hoping to play it soon. That, I haven’t had the chance to do.