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Chris Garner
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Chris Garner

Settings, Worlds, Rules  - 
 
Has there ever been any notion of spending the free invocations on advantages or consequences as compels, rather than as a +2 or re-roll? For example, as a consequence in a fight you take "Twisted ankle," and rather than invoking it for a bonus, your foe runs off, compelling you, "You have a twisted ankle, so it makes sense that, unfortunately, you're unable to pursue me. Damn your luck." If you accept, the free invocation is used, and you get a fate point (not from your opponent, but out of thin air). Or, does that unbalance compelling too much?
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Jack Gulick's profile photoRobin Duncan's profile photoRichard Bellingham (Skimble)'s profile photoBenjamin Davis's profile photo
5 comments
 
I'd be okay with it, but it wouldn't pay off a Fate Point.
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Chris Garner

Module Advice/Conversion Ideas (modules or settings)  - 
 
Are there official pre-gens for "Bride of the Black Manse"? I'm thinking of running it as a one-off for Halloween. Alternatively, I might adapt it for Transylvania Adventures. Thanks!
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Rick Hull's profile photoJen Brinkman's profile photoChris Garner's profile photo
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+Jen Brinkman I meant actually running it with TA characters and rule variations.
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Chris Garner

Settings, Worlds, Rules  - 
 
I'm digging on the idea of treating armor and weapons as aspects for my ancient Rome game, and it's fairly easy to classify military armor as light (cloth and leather), medium (scale, light chain), or heavy (lorica segmentata, lorica hamata, cataphract armor).

I'm having more trouble, though, with gladiator armor. Gladiator armor mostly prevents easy kills, and often one style of gladiator's kit will differ from another's only by a piece or two. For example, in the classic pairing of the murmillo ("fish man") and retiarius (net fighter), the murmillo is armored with a sword-arm sleeve (manica), a greave on the left leg (ocrea), a wide belt (cingulum), and a full helmet with a big fish crest (probably an aspect on its own). The retiarius, meanwhile, has the manica and cingulum, but instead of a helmet, wears a metal guard that protects the shoulder and neck (galerus). 

I suppose making each piece of a gladiator's armor an aspect could make gladiatorial fights a little more crunchy and blow-by blow,  but then how do you determine the free invocations (following the Freeport Companion model)?
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Richard Bellingham (Skimble)'s profile photoJack Gulick's profile photoChris Garner's profile photoPaul Vencill's profile photo
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Not debating any of those facts, +Chris Garner. And Aspects are how you give narrative weight to facts. Don't get hung up on the word "Skill". In Fate they're a lot less granular than in most games or in real life. 
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Chris Garner

Fate Accelerated Edition (FAE)  - 
 
How do you handle passive overcomes in FAE - for example, things that would be covered by Notice in FATE Core? It seems like all of the approaches are intended to be active, except maybe Careful.
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Robert Hanz's profile photoScott Hamilton's profile photoBrad Steffen's profile photoJack Gulick's profile photo
10 comments
 
But back to the point, "What is the cost?" and "How do they find?" are not passive questions.  They are questions about how the character actions lead to finding something.
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Chris Garner

Rulings & House-rules  - 
 
BURNING LUCK QUESTION
Two-part question, and I don't have the rulebook in front of me, so some of this will have to be based on recollection.

1. As you burn Luck, does your Luck modifier change? That is, if you have 13 Luck and you burn a point, does your modifier go from +1 to 0? IIRC, I did find a rule that your modifier doesn't change for your lucky roll. But, does it change for things laying on hands, corruption, etc?

2. Can you bury your Luck all the way down to 0? I know the book does give rules for ability loss down to 0, so I'd assume it's theoretically possible. If it is, and your modifier changes as per question 1, what does your modifier become when you reach the no-mans land of Luck 2 or 1?
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Sam Holden's profile photoChris Garner's profile photoJulian Bernick's profile photo
13 comments
 
+Chris Garner Retroclone?  :)
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Chris Garner

Settings, Worlds, Rules  - 
 
Does anyone have any thoughts about capping the teamwork bonus? The idea that five PCs, each with Average (+1) skill, together have Superb (+5) skill, sort of grates on me, at least in certain cases.

I've been thinking of capping the bonus at the skill of the PC being helped - that is, if the PC being helped has Fair (+2) skill, the highest teamwork bonus he could get would be +2.

An exception to this might be conflicts, although even there there's probably a practical limit to how many people can actually fight a single character at once. (I seem to recall there being a rule about this, although maybe that was in SOTC...)
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Darren Priddy's profile photoBrad Steffen's profile photoChristopher Moore's profile photoRobert Hanz's profile photo
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The key really boils down to "what's actually happening?"

If it justifies a +1 for helping, give it.  If it doesn't, don't.
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Chris Garner

Upcoming DCC Cons/Events  - 
 
Got my swag pack for the games I'm running at Celesticon! A little surprised, though, that they only sent two "Kill" stickers...
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Doug Kovacs's profile photoChris Garner's profile photoThom Hall's profile photoKenneth Cummins's profile photo
12 comments
 
Sure they aren't for you? Put one on when you have to go print more level zeros for the funnel... 
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Chris Garner

Session Reports (past or plans)  - 
 
"Healing" potions, or, the Law (or perhaps Chaos) of Unintended Consequences.

Playing "Beyond the Black Gate" last night, our cleric and our wizard (4th-level characters) fell to a combination of frost giants and friendly-fire Stinging Stones. Fortunately, our kindly judge had seen fit to gift us with a gongfarmer's dozen healing potions, which restored 1d8 HP.

We dutifully administered these to our fallen comrades, who were restored to about 3 hit points, then took the Stamina shock, crossed the Stamina bonus threshold, lost their 5 bonus hit points... and promptly went negative again, necessitating more healing potions, and more Stamina loss.

For some reason, we found this howlingly funny...
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Chris Garner's profile photoJon Wilson (bygrinstow)'s profile photo
8 comments
 
Ah, well, no harm, no foul. As we've said everyone's game can be different, and that's to DCC's credit!

I wasn't trying to 'correct' anybody, because what anyone does in their own game is alright.

But I do still wonder how many folks use negative hp, from habit, preference, etc...
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Chris Garner

Discussion  - 
 
I'm curious to hear people's experience with the new conditions rules in combat. They intrigue me, and I'm thinking about adapting them to a game I'm working on, but would like to know how they behave in actual play, especially how they work in conjunction with consequences.
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Brian Boring's profile photoRon Frazier's profile photoRobert Slaughter's profile photoJeff Jones's profile photo
4 comments
 
Just as I was ready to make the switch, the game stalled out due to schedule conflicts.  Aarrggh!
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Chris Garner

Fate Accelerated Edition (FAE)  - 
 
I'm toying with the idea of running a "swords and sorcery" fantasy game using FAE, and thought I'd throw my ideas for a magic system up on the wall for people to hurl rocks and garbage at.

First, an explanation: by "swords and sorcery," I mean a Conan-esque sort of game, where magic is rare, dangerous, and generally only used by evil sorcerers, cultists, and the like. The good guys may use magic, but either they're dabbling in relatively minor powers, or doing so at great peril to their souls.

My initial thought is to have a seventh, "Magical" approach, which I know has been discussed her before. My twist, though, is that fate points can't be invoked for Magical rolls. Instead, a character can swap one or more of his fate points for "doom points," which can only be used for Magical rolls. Spending a doom point will have some kind of downside, probably stress, which can be mitigated with consequences, which could be the social stigma associated with using magic, or the deal with dark powers that the magician must make to work his magic. Each doom point requires the character to shift one of his aspects to a "doom aspect," which can be invoked only with doom points.

Magical can be used to attack or defend, to create advantages (which could then be invoked for non-magical rolls), or to overcome. I'm probably going to allow overcome rolls to cause "effects", with a difficulty of 1-9 depending on the power of the effect.

The character can use the free invokes from scene aspects, from on advantages that he creates with non-magical skills, on Magical rolls, but once the free invokes are gone, he must spend doom points to invoke them.

Magical stunts would be used to represent spells that the magician is particularly good at or known for. For example: Magic Missile! Because I know the Magic Missile spell, I get a +2 when I use Magical to attack a foe at least one zone away.

The idea here is that magic has a cost--not only does it reduce the magician's "soul" as represented by his fate points, and his ability to act in the real world, as represented by mundane approaches, but using it brings pains of its own, in stigma, stress, and being beholden to dark powers.

That's what I've got so far; fire away!
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Donato di Niccolò di Betto Bardi's profile photoOdyssey Vekshin's profile photoChris Garner's profile photoElie Thorne's profile photo
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.
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Chris Garner

commented on a post on Blogger.
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I take it neither Redford nor Newman would spring for a product placement? Cheap bastards...
http://www.imdb.com/title/tt0064115/ butch cassidy and the sundance kid is the greatest movie ever made.  sound, lighting, effects, it has all of the components that are required to make a movie.  and the actors!  wow.  just,...
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Chris Garner

Settings, Worlds, Rules  - 
 
A couple of rules questions came up during our game last night (fantasy/horror in ancient Rome), and I made rulings at the time, but I thought I'd submit to the hive mind for validation:
1. Does a declaration count as the character's action for the turn? I thought not.
2. When a fact is declared, who knows it? In our particular case, the PCs were in a series of caves, and one of them wanted to declare that a single central pillar supported one of the zones. The potential for the PCs screwing themselves over with trying to do something with this fact amused me, so I allowed it. The character in question has elemental magic, so I figured he'd be attuned to it, but would the other PCs (or NPCs)? I ruled that the fact was true, but in this case only the declaring PC was aware of it.
3. If you force a character into an action with a skill like Provoke, does it count as that character's action for the turn? I ruled that it does.
Thanks!
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Jack Gulick's profile photoChris Garner's profile photoChristopher Ruthenbeck's profile photo
7 comments
 
Always happy to help!
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Brewer, aikidoka, game master, cat whisperer, and all-around swell guy.
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