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Aaron Moore
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Has anyone out there run an anime game in the style of bleach or Naruto using a Fate, Accelerated, or a spin off? Any tips or hacks to share? 

I've been watching Stranger Things, and as a result have been kicking around a simple rule idea for psychological horror games. One of the hallmarks of good psychological horror is the undefined nature of whatever monster/murderer is stalking the heroes. They only catch glimpses of it- its shadow, its silhouette, maybe a single arm/hand/tentacle/claw. These glimpses gradually escalate as the heroes encounter it repeatedly- Stranger Things does this well, as did some pieces of the Slenderman phenomenon.
So what if in a GMless game (or even GMled game, depending on your GMing style) every time there is a scene with the monster in it, the victim gets to declare an Aspect about it- it has to be something he or she could see/hear/etc, and it has to be simple- probably a single word. So at first the monster may just be a "towering" figure. But as more encounters happen, the heroes learn that it is a "Towering, Gaunt Faceless Creature" who "Chitters Madly". At no point is the monster truly defined, it just gets worse and worse as the heroes get closer to it. This has virtually no "rules" impact, but I'm definitely going to run a game with this and see how the story goes.
PS I've only seen the first like, 3 episodes, so no spoilers :)

Here's a thought; Something I've struggled with a lot in Fate (and, honestly, in most every game I've played) is how to handle magic. D&D style spell lists make it feel too mundane, I've always leaned towards systems that allow broader application. But in past games I've run, that led to either over-powered characters, or characters who had too little definition.
What if magic was made into its own approach? Sort of like in Freeport, but without the two-column thing? Approaches are, by definition, hugely broad in application, so magic wouldn't be overpowered. It would allow specialty "spells" to be created as stunts keyed off of the Magic approach. Thoughts? Has anyone else tried something similar?

Played my first round of INMF/FateLess mashup, and it was fantastic! Since INMF is a oneshot, there were some pieces of fateless that we didn't use, but what we did use worked flawlessly! We generated characters and the opening situation using INMF cards as normal, then proceeded to set up and resolve scenes using FateLess rules. As one of the players said "It was as epic as the last 2 INMF games!" (which I GM'd). Truly, it felt like we didn't give up or loose anything switching to a GMless structure. As an awesome bonus, the Fate point economy worked really well in this game- when I GM, it is usually hard to keep compels flowing consistently because there are so many things on my plate, so opening up compels to the whole table meant they happened more frequently and creatively.
And of course, as with all INMF, utter ridiculousness reigned supreme. Our party- a band of submarine pirates plus 1 imports/exports customs officer, escaped a merfolk kingdom by breaking our submarine out of the impound lot amidst threats of death from flesh eating sea slugs and a band of rival pirates led by none other than my character, Bubblegum's, Nemesis/ex-wife, the Dread Scourge Licorice. All in all, a hilarious and wonderful time was had by all.
I cannot recommend FateLess highly enough. This is the only way I'll run INMF! games now, and I'm likely going to work at converting all my Fate games to FateLess hacks. Buy it, read it. If you are the least bit curious about a GMless game, it is well worth it.
+Alessandro Piroddi 

Anybody in northern Colorado playing a fate game? Or looking for a GM for one? I can play or run a game, I have a pretty typical student schedule, and I'm also familiar with Roll20 if a meatspace game isn't possible.

2 Questions:
Has anyone out there played FATEless? I bought it a few days ago and I'm curious to adapt it it to Core rules, or maybe even try to combine with INMF! Any wisdom to share?
Also, my campaign is about to go into its second season after a hiatus. It urban fantasy influenced by Dresden files and worlds of darkness. I'm interested to know if there are any worlds of adventure out there with extras/rulesets that would enrich the game? Cast your votes now!

Hey smart people!  I'm running a Urban Fantasy and have a couple months off which gives me some time to ponder rule tweaks.  Up until now we've been running a straight FAE , but now I'm pondering switching to Fate Core to add some mechanical differentiation to characters.  Two questions for you all:  What your opinions on the strengths/weaknesses of vanilla Fate Core vs Jadepunk-esque professions? 
Also: Has anyone out there ever tried mashing up FAE approaches with Core Skills?  Maybe allowing players an Average approach and lowering skill cap to Good?

Just bought a hard copy/pdf combo of INMF!, and I'm working on getting it into a format I can use on Roll20, since that's where my main group is.  Suuuper excited! Merry Christmas to me!

Just stumbled across  An interesting blend of Fate/FAE-esque mechanics (dice are averaged to give less swingy results, abilities are very similar to approaches, etc) combined with some more traditional RPG elements like health and special powers that are gained as characters gain levels.  Also, it's based entirely on a well-designed website and its free. I might pull some inspiration from this for my next fantasy Fate/FAE game.

Hey everybody, I'm looking for some genius advice, and where better to get it?   
I'm going to be running a modern supernatural game soon, and while I know that Fate doesn't do full-blown horror well, I would love to add some horror elements to the game.  Anyone have any experience doing that? What worked and what didn't?
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