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Aaron Moore
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My players have really grasped that enemies are easier to handle if they all create advantages and pass the resulting free invokes to whichever character is best equipped to deal with the current threat. This creates two problems for me:
First, to truly threaten the characters (actually have them risk consequences, etc) I have to throw enemies at them that are AT LEAST 4 steps above the party's apex. It gets annoying that I have all these +9, 10, or 11 foes running around. The Fate Ladder of adjectives kinda breaks down up at those levels. There's just only so many superlatives you can use.
Second, it stalls the FP economy at the table. Since my players rely on free invokes for everything, they rarely dip into their FP pools to get things done. The result is that they end up hoarding them.
In the Fate Toolkit there's a section on low-powered aspects. It essentially boils down to, "you can only gain a single invoke bonus from aspects on any given roll."
I've been kicking around using a slightly milder version of this which restricts the number of free invokes that can be used on a roll to 1. That way, if a player wants to get higher results on their rolls, they'll need to spend FP and actually look for multiple relevant aspects to invoke, instead of just relying on the 6 free invokes their team passed to them.
Has anyone had similar problems and found a way to fix them? Or has anyone tried these low powered aspect rules? How did they play at the table?

Has anyone ever tried to run a game of vastly different settings that have the same themes and tell the same story, a la Cloud Atlas? I figure allowing character aspects ("Marked By the Shooting Star" ) or story aspects ("The Weak is Meat and the Strong do Eat") to carry between settings/sessions would go a long way, but it would be ambitious.

Hello all, I'm working on a conversion for a certain, kitchen-sink post-apocalyptic fantasy scifi setting that I'll refer to as Chasms, just to be safe :)
One of the intrinsic pieces of this wonky setting is that normal humans operate at a level of power far below that of most supernatural or technologically advanced threats and must rely on technology or supernatural abilities to augment themselves so they stand a chance.
I'm waffling between representing this power disparity using Armor and Weapon ratings from Dresden Files or Scale from Dresden Files Accelerated. Does anyone out there have experience in both systems? How do each of these feel in play, and how do they differ?
P.S. If anyone wants to review my conversion, message me and I'll send the link once it's finished in a week or three.

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?
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