Someone posted about using Fate for Bunnies and Burrows but for some reason I couldn't comment on the post.

Steffan O'Sullivan, the author of GURPS B&B, was also the author of FUDGE. He posted a lot of FUDGE content on his website, including B&B, and there may have been a published FUDGE version. While not directly compatible work FATE, the FUDGE material at least would be closer philosophically (being FATE Core's great grandaddy and all).

I've been thinking about the guideline that "+2 to attack with my family sword " is too broad a stunt because you'd just get it on EVERY attack with your sword (Fate Core, p. 93).

It occurs to me that I've read it suggested that stunts should come up maybe twice a session. (Not sure where I've read this, though.)

If your game has only one combat scene each session, though, and you've got so many people in your group that you almost never get more than a turn or two to attack before conflicts are over, wouldn't it make perfect sense for the stunt to apply to both your attacks? I know that page quoted above says this stunt runs afoul of the guideline to not just replace the Fight skill, but (a) you can create an advantage and defend with Fight too, and (b) I'm more likely to be using approaches anyway.

I guess what I'm asking is: Should you be tweaking stunt creation guidelines for the frequency you expect specific skills to be used?

So about magic / enhanced / legendary items in Fate. These items are supposed to exist in Fate that are not just aspects but also provide a constant bonus to a certain application of a skill by acting essentially as a Stunt that you can have or discard simply by dropping the item. So you can have a legendary Axe of the Orcslayer, that provides a constant +2 to fight versus orcs. They are also supposed to cost a refresh for the character using it. I suppose this is fair, if balance is paramount to the game.

What do I do though if a character does not have enough refresh, since you are not supposed to go lower than 1 refresh? For example, my fantasy warrior has one single refresh remaining and faces an army of orcs. If my dying companion hands me his Axe of the Orcslayer in an emotional moment, I really hope the rules want me to not have it because the rules say so.

I just submitted a game to DunDraCon, using Fate Core: The Fall of Atlantis, which takes place in an alternate history 10,000 years ago. The ancient Greek gods have their fingers in things, and sometimes can be seen in the realm of earth. Magic is ephemeral, not much of it is fireball in your face, but can often be relegated to the form of coincidence. Alchemists, on the other hand, they can toss 'fireballs', though their chemical combinations can be a danger to themselves as much as their enemies. The Atlantean Navy is the most advanced in the world, especially when in range of one of their pyramids of power, which allows the ships to move faster and with more agility then any other in the world.

Post has attachment
Has anyone here actually played, or is currently playing, the rather nice looking Achtung! Cthulhu?

I'd be interested to hear your thoughts and experiences.

Post has attachment
WW2 Fate. Game aids. I love game aids and props (though rarely have the time to prep them) after a generous sharing of sources-for-resources by +Nathan Roberts​ I've been trawling the web. By way of return: A treasure trove of WW2 period maps digitised at quite hi res . Marvel at the level of detail! Gasp at the number of maps available! (I know I did!)
#AchtungCthulhu #WeirdWar2

Post has attachment
Skilled Approaches

Anybody ever toyed with the idea of hybridizing FAE's approaches with FC's skills to create "skilled approaches"?

In my mind, it makes the most sense as a 3x3 grid (see attached image).

At character creation, you choose one skill and one approach each at +0, +1, and +2. In the grid, you add the level of the approach and skill at the intersection. this gives you 9 skilled approaches ranging in strength from +0 to +4, with more weight toward the center of the skill rating (1x +0; 2x +1; 3x +2; 2x +3; 1x +4)

I like that this simplifies a lot of decision making (similar to FAE), while still differentiating what kinds of things your character is better/worse at.

Post has attachment
Has anyone tried this? Good? Bad? Awesome?

I picked it up for only €2.99 from Modiphius (and paid €14.80 for postage).


I just had a thought that might make FAE more interesting or enjoyable for me. +(Nope that what follows should fall heavily into the "for me" camp; ymmv)*

Generally I find the approach method dry and vague, but I like the low overhead of it. Part of the problem is that approaches reinforce what happens if the character succeeds, which we already know. It's harder to determine in the moment what should happen if the character fails or succeeds at a cost.

So I thought, what if we just flipped the approaches to say what they're not? Forceful becomes Weak, Careful becomes Reckless, etc. A character decides he's going to sneak past the guards; instead of rolling Sneaky, he decides that he's being Slow, and failure means he's stuck beyond a potted plant in a delicate location. Someone tries to break down a door and rolls Obtrusive (or Flashy, since that's already the opposite of Sneaky), and when succeeding with cost the door breaks with a giant thundering crash.

This method might help players to think through and decide how they prefer to fail. "I don't want to get caught breaking in, so we're not going to do it _obtrusive_ly, but I don't mind if there's some collateral damage, so let's do it _careless_ly.

I literally came up with this idea and then started writing it out, so it hasn't even been mentally play-tested. Can't wait to see what holes get poked in it and what other thoughts y'all have.

I'm new to running Fate Core, and I have been reading the core book non-stop (wonderful book, by the way), and I have a question about situation aspects.

The book makes very little mention of aspects which always affect characters in a scene, or give more than a one-time penalty.

For example: the floor is covered in glass shards for a whole scene. This makes it harder for a barefoot character to dodge. Do I give them a fate point every time they dodge (as if I was compelling it every time), or do I do something else? What do I do when I am compelling a situation aspect against a character? Must I have an NPC always present to do it?

If really appreciate some advice,

Wait while more posts are being loaded