When you're gonna hack something with FATE, what to you determines whether you use Core or Accelerated? Can you provide an example of one setting that you'd do Core and another you'd do Accelerated?
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- I had another thought to share, which hopefully is of use or interesting to someone.
I always saw approaches as a tool to encourage role playing. For example, if your character is supposed to be sneaky, giving him a boost for being sneaky rewards being sneaky: therefore, you will act sneaky.
Sometimes people complain about how people warp their descriptions of actions to try to fit their strongest approach.. but I contend that in many ways, that is likely the point of them. I see them as a natural, more general-purpose extension of aspects that provide general guidelines for how this person would act in a situation.
Reminds me of this: Star Wars: The Phantom Menace Review (Part 1 of 7)
"I'd prefer a fair fight to all this sneakin around"Jul 21, 2013
- VERY true.
I'm hacking FAE Mouse Guard and quickly saw that starting with the RPG was wrong. I was renaming skills.
Looking at the comics is working better cause it shows the approaches of the main characters.Jul 21, 2013
- I suppose one of the confusing bits to me is that Approaches seem like Aspects. Sneaky, Clever, Forceful, Flashy, etc. when positioned as Skills seem to create a redundancy in my mind.
If I have a PC that's a Flamboyant Rock God then it'd seem like putting points in Flashy would be repetitive, whereas putting points in Craft (making music), or Rapport isn't.
Still grappling a bit, but it does seem like allowing direct investment in Aspects , and Stunts (boosting their effectiveness from 2 to 3 to 4, and so on by spending refresh), would accomplish the same function (focusing on character archetype) without relying on the vagaries inherent in Approaches.Jul 21, 2013
- Oh, and, I've heard the refrain, "Adapt the setting, not the system." and that does save me a lot of expense on Tylenol :-)Jul 21, 2013
- Personally I'd stick with the Approaches for Amber.
That said, your idea is interesting to think about.
The only trick with replacing the Approaches with Warfare, Psyche, Endurance, and Strength is that's less things to roll than even standard FAE, so figuring out how to set the ladder levels for the stats might get... interesting.
Since FAE doesn't really seem to use the skill pyramid anyway, maybe it's just a matter of handing out enough "points" to divide between the four of them. One advantage of this is if people have enough points, there can be a lot of variety in results, which fits with the original auction system.
Frex, assuming eight "points"... One guy is Legendary in Warfare and Mediocre in everything else, while another dude has Fair in all four, etc. Tho I think four to six points would be better, especially if Mediocre means "average Amberite" rather than "average Shadow".
Assuming that Mediocre is "average Amberite," then Poor can be "Chaos Level" and Terrible could be "Human Level". In the spirit of the original game, you could drop a stat to Poor or Terrible to get extra points for other stats.
To hack further, one cute thing might be to do something like the auction. Every character has, say, 15 Refresh (these are Amberites, after all), but you bid the Refresh for each attribute, reducing your eventual Refresh total. High bidder has Superb in that stat, second place is Great, etc... People who don't bid have Mediocre in that stat.
Increasing a stat would require burning the appropriate amount of Refresh, maybe. This would require jiggering the advancement rules a bit.
Like in Dresden, Refresh is also used to buy Extras, so you need to save some to be able to have the Pattern abilities et al.
This also does a good job of representing "Good Stuff/Bad Stuff"... Characters who are less powerful have more Refresh, and are therefore more "lucky".
Of course, at this level of hackery, you might want the detail level of Core. If you want to stick with FAE, it might just be better to replace the Approaches, hand out four points to divide between Warfare, Psyche, Endurance and Strength, and be done.
In any case, I think replacing the FAE Approaches with the Amber Diceless stats has a lot of potential, obviously. While I'm not sure I'd run it that way as a GM, I'd be certainly happy to play in an Amber game that was set up that way.Jul 22, 2013
- For sure. It's a me thing.
I suppose the biggest part of doing an Aspect Only FAE would be the charsheet. I think I'd use the Aspect Only rules from LoA Companion mixed with FAE. That'd place the increments for refresh investment at 2, 4, 6, & 8 ( if I recall correctly). I'll try to carve out time to articulate my thoughts on subbing skills, or removing them altogether, and share if/when that happens.
Here's a consideration based on the language used: if Aspects are what a PC is, and Skills care what they do then Approaches being Adjectives is a bit off kilter. The things we do are verbs, so Forceful could be Force, Clever could be Invent, while Flashy might be Posture, or just Flash.
Just a thought. I think you pointed with both index fingers at the underlying issue I have by pointing to the are/do distinction.Jul 22, 2013
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