==== Willpower ====

I had thought to add something like "Resolute" as and Approach, but I realized that (as it often is) when I feel like fiddling with the dials, most of the time it's most likely due to a flaw in my understanding.

I see Accelerated mentions Physical and Mental conflict, and how to get some sort of initiative and setting of turn order; but unlike most other books it heavily implies that it's up to you to use the Approach you want for to Attach or Defend in Mental or Physical conflict.

As I just must not be getting it (despite the assumption that Acceerated is simple and more streamlined): could you all give me a couple examples of resolving mental conflict?

Working on some Illustrations today: Mobs that belong to a group that fit the 6 approaches. In seeing a pattern, it's a bummer Quick isn't "Swift". :D

2 Cs
2 Fs
2 Ss.

==== Balanced Psychers? ====

I'm new to Accelerated, by way of Core and Strands. The current volume I'm writing will have humans (maybe 1 in 1000) with budding Psychic abilities. What ideas do you have on how we might model these exceptional beings without them being overpowered?

My first instinct was to lend them a Psychic approach, but I think that may be swinging too big a hammer as it gets into that territory of relying on a "skill" to do too much.

I have also, highly considered, making Psychers choose a specialty that would be a Stunt that is the start of a Stunt-Chain (where each one has the prerequisite of having the one before it).

Your counsel is appreciated.

==== Accelerated Design Discussion: Making Guns Stressful? ====

I'm torn. I look at most of the Game Design Dogma published and most of it is for Core. Now I'm told that Accelerated is Core, and so most of the ideas on how to design the subsystems should overlap.

I've also been thinking about guns, violence, and agency in my games. In End World guns are fairly rare, a symbol of status, and bullets/powder are just as hard to come by.

So I got to thinking. In seeing how most the mantles in Dresden Accelerated have some sort of stress box with their Extras, I might make Guns be stressful as well; since a gun might as well be a magic spell that allows you to affect things at a distance.

If you want a gun, you take it as an Extra.
It comes with one Aspect to help describe it: Big, Small, Quiet, Long, Full Auto
It comes with one Ammo-Stress to start.
Exhausting this track means you have to either wait until the next Episode to have gotten more ammo, or spend a fate point to Reload.
With milestones you can/could give the Extra more Ammo-Stress and/or Aspects.

As this is Accelerated, I'd not give it a Weapon Rating. Again, it's there to allow you to affect things up to two zones away before you incur negatives.

Am I making this too complicated? I feel like this Gun is something they'd need to take as a Stunt/Extra to explain how they got it and/or that they have such a rare artifact.

==== Taking a more Minds Eye Theater Approach? ====

I used to larp, way back in the day. Minds Eye Theater, Vampire. In there you BID adjectives, as does your adversary. You use Rock Paper Scissors to resolve the wager. Thing is, if you lose the wager, you cross out an adjective for the night, until you get to, essentially, Refresh. Yeah you can have multiples of the same adjective.

A guy who is [Strong] is potentially weaker than one who is [Strong Strong], as he has less attempts to wager at being Strong.

In Fate Accelerated a "Brute" would be:

[Forceful, Forceful, Forceful]
[Careful, Careful]
[Flashy, Flashy]
[Sneaky]
[Quick]
Clever

Pretty much the same idea as vanilla Accelerated, but now were back to a matrix.

Success OR failure, I guess you could cross these out and say: You've already used Forceful THREE times tonight, are you a one trick pony? Try another approach. And/or leave some of your Force for later.

How big a deal is "Approach Spamming" in YOUR games?




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==== Tonight's Game Design Musings ====

You can steal parts from other games and hack them together to make your own franken baby, but the Ingredients YOU choose to throw together can also make something new-ish. In being a designer/developer I think it's good to maintain transparency on my thought process and intentions, so those with less experience than me might learn something, and those who are my elders can call me on my bullshit if I display deficient thinking.

Be up front about what we're talking about.

To kinda work with the theme, I want the game I'm working on to make it clear that you are Lieutenants.

It's nearly like having a post on a Pirate Ship. You are one step removed from the top of power (whatever that scale looks like). You probably even have a gang or crew that work for YOU 4-5 mooks (Skills of 1-) with one as THEIR representative [your wingman](Skills of 2-), that can help you in a "Teamwork" capacity when you need to get shit done. A garage of mechanics that can pimp your ride, gator hunters who know the right trails. Making your head CONTACT into the normal world an aspect that EVERYONE has in common (in that they have one of their own too). So, in some ways, you get to lightly roleplay your own Wingman.

In this game you are "competent" (to steal a word emphasized in Fate) enough you help The Boss, run his crew.
==== Tonight's Game Design Musings Musings ====

You can steal parts from other games and hack them together to make your own franken baby, but the Ingredients YOU choose to throw together can also make something new-ish. In being a designer/developer I think it's good to maintain transparency on my thought process and intentions, so those with less experience than me might learn something, and those who are my elders can call me on my bullshit if I display deficient thinking.

Be up front about what we're talking about.

To kinda work with the theme, I want the game I working on to make it clear that you are Lieutenants. It's nearly like having a post on a Pirate Ship. You are one step removed from the top of power (whatever that scale looks like). You probably even have a gang or crew that work for YOU 4-5 mooks (Skills of 1-) with one as THEIR representative (Skills of 2-), that can help you in a "Teamwork" capacity when you need to get shit done. A garage of mechanics that can pimp your ride, gator hunters who know the right trails. Making you head CONTACT into the normal world an aspect that EVERYONE has in common. So, in some ways, you get to lightly roleplay your own Wingman.

You are "competent" enough you help The Boss, run his crew.

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Fate Accelerated sheet for Star Trek including character and ship sheets: https://fatecharactersheet.com/charactersheets.htm#!star-trek
Photo

==== [A Query] Session Zero Prep: And Fate Accelerated ====

Colons are empowering and imply you might write more on a larger topic later. As it stands I'm actually looking to you all for advice.

I've written volumes of unpublished ideas for Fate (in general). In wanting to be a mature roleplayer that considered the landscape instead of sticking to "mama duck syndrome", I put my money where my mouth was and wanted to try Fate Core for our last campaign rather than defend the ground that Strands of Fate was the the PERFECT fate.

As I grow in narrative confidence, I start to ask myself if I shouldn't ALSO try Fate Accelerated. I've studied a lot more about Plot Structure and storytelling Cerebrally over the past year than I have ever: making Storytelling a near JOB.

So as we come down to the time of year where fall makes us want to come indoors more, we find ourselves back at a Session Zero.

I know Accelerated has the Approaches. I don't even want to know how it is Mechanically different' per se. I just want to ask, is there Merit in trying it out at this junction? How DOES it being an even simpler form of Fate CHANGE the narrative style or rythm, if at all?

I don't Compel often enough, and I probably give out WAY to many character aspects when I'm tinkering the toolbox and making a setting. I guess I should read more about how it dovetails with making it's own setting, as we're going to steal [Adds and Bans] from Microscope.

I've written words on the Five Man Band and how if I ever DO publish my ideas that all my games will have that as a core pillar. I think Approaches do this well too. I don't like "classes" but "archetypes" are very poignant to my preaching: so see that the 6 approaches could have a Champion or Scion of that approach. What does Careful look like as Storytelling Villain, or Badass? It's a new paradigm to break down.


When folks are having trouble making Fate characters I encourage them to go smaller. Think of: if you only had your Core/High Concept, a Trouble and your top three skills (Fate Core). I might could go that small. Do it like White Wolf. You have 1 Physical, 1 Mental, 1 Social skill. 4,3,2...

I digress. I think you might get my meaning. I didn't wanna make this a free write, I have trouble structuring this stuff and hope I'll learn something by mining your wisdom.

Can I lean INTO that it's "for kids" to help me less emotionally and cognitively mature Players grok better? Will this make them better at improv somehow?

*TLDR: Sell me on why I want to use Fate Accelerated over Core for my next Campaign*

I love references so if others have written things or if there are specific sections of well produced podcasts or vlogs I'd love to take in LINKS if you got em.

Next Time: Clocks and Fealty.

Hey folks new here, love FAE but find it a little lacking. Also looked through Fate core but still didnt quite cut it. I have made some guidelines for FAE to make it a little more advanced and would love to get some input. Note there is no examples in the guidelines, but just ask i will give your my thoughts. Hope to hear from you. have a good day.


Characters notes
◎The character sheet
Players makes:
-background story,
-Gear and ability lists
-powerlevel, strength/weakness, upside/downside, aura, Buff/debuff and Interaction notes

◎Power levels
-Players in additional to background, buff/debuff etc also make a
powerlevel indicator. They start at 1,Power levels for pc and npcs
can also be negative.
-when interacting with a character at another level, see on its
interaction types. If the Character with the higher powerlevel can
act in a field which it is superior,
The character gets low TN, while the inferior gets high TN.
-If the character on a High powerlevel can overcome effect against
something in a field which it is superior, the character get low TN
against the obstacle .
-When being damaged or effected by a character at higher
powerlevel, The damage/effect is always very lethal/effective.
-If attacking/effecting a character several powerlevels higher, the
Task can be nigh impossible.
-Power levels with the same interaction type cancel each other,
so if a character get to the powerlevel of another, they roll Against
each other normally.
Otherwise the attacks/effects is resolved via overcome rolls.
-Even through a character have a greater powerlevel, it is its wits
and maneuverability that decides Its effectiveness, so a character
with a higher powerlevel may in still roll overcome normally
against its Opponents. if the overcome roll succeed the
damage/effect Will still be extreme.
-Certain aspects or stunts may provide a higher power level in
varied ways, can be it only Applies to an offensive or defensive
way etc.

◎Interaction types
-This shows in which way the character can interact with the environment.

◎Huge, powerful and special opponents
-Depending on the characters size, it may be divided into different
zones.
-depending on size, powerlevel or interaction type,
damage/effecting a character might be resolved like a Challenge.

◎Buffs/debuffs
-Buff apply a simple positive modifier or effect in varies ways, and
a debuff does the opposite

◎Strengh/weakness
-Strength is a bonus which apply during certain situations, can be
anything from a buff, aura etc.
-Weakness is the opposite of and strength, an penalty which apply
during certain situations.

◎Upside/downside
-Upside is an ingame bonus which may help the character, like
contacts, wealth etc
-Downside is the opposite of an upside, can be enemies, debt etc.

◎Aura
-Aura is something that allow an character to apply a situation
aspect automatically



Rules notes
◎Other stunts
-The normal +2 bonus can be changed into something else. Some
stunts can have two effects and fill as two.
-The one per session stunt, can be changed to twice per session, if
the effect is minor. Alternative instead of sessions, the stunts
refresh if the players in game, wait or rest for a long time.
-Note that certain aspects or stunts may render a stunt unusable.

◎Actions rolls Side-effects
-Sometimes conflict is resolved with a Overcome roll instead of a
attack roll.In these situations the damage/effect dealt to the
losing character may vary depending on the attacker, Or when
making an overcome roll, damage may be the exceeding number
of the overcome roll.
-certain attacks or effects may target more than one opponent,
they all defend if possible.
-Against certain NPC´s, a failed overcome attack, may also result
In a negative side-effect.
-against certain attacks, even a successful defend roll may result in
a minor negative side-effect.
-Sometimes a failed or poor or terrible roll may result in negative
side-effect.
-unless an aspect or stunt allows, characters may only do a single
action at a time.

◎Aspects and stunts side-effects
-Certain aspects or stunts may negate character/situations aspects
or stunts, making them invalid, part-invalid Or apply negative
aspects, this includes lowering a powerlevel.
Aspects or stunts may also enchant an aspect or stun, or apply
positive aspects.
-Normally buff aspect attack or defend bonus dont stack and players use the highest, unless other is stated.

◎Special mooks
-Certain mooks have aspects which allow it to certain properties
of normal PC´s Like stuns, buff, progression etc.

◎Additional character notes
-When a character is removed from play, the player make a new
character on same progression as the others.
-Certain vehicles and items is only meant for players, npc´s
normally manifest these via aspects, stats and special rolls.
-If all characters get to another powerlevel during game, they
upgrade them by making new ones and play at a fitting
powerlevel . Incorporating their gear, buff etc into the new
character.
-Depending on the player’s character, some starting approach
bonuses may be fixed.
-PC´s and npc´s may unlock predetermined aspects, abilites and
stuns made by the GM, at certain milestones.
-Note that characters aspects imply what they can do, so two with same approach bonuses may also get different TN´s.





Feature notes
◎Vehicles
-act as a situation aspect, but the vehicle aspect may have to be
overcome before the players can be attacked/effected, or the
attacker may overcome to directly attack/effect the opponent,
lastly one may overcome to board the vehicle if possible.
-A vehicle may consist of multiply situation aspects and may have
different abilities, stunts and usage.
-These situation aspects can also be apply an powerlevel in varied
ways.
-A vehicle can also be effected by negative situation aspects and
stunts. Also if npc´s are vehicles, they can be effected like a vehicle.
-Attacks and defend from a vehicle differ, in case of nothing stated, the attack is and overcome roll with varied damage.

◎Gear
-Some are just noted on paper, other more usable equipment act as
situation aspects. These aspects may have varied abilities, stunts,
buffs, usage etc.
-These situation aspects can also be apply an powerlevel in varied
ways.
-the characters have starting equipment and only better or special
items are noted as a aspect. Inferior equipment or other negative
equipment factors can also be a situation aspect.
-Can be made permanent as a stunt and/or a character aspect if
possible, at the next minor milestone.

◎Summoning and transform
-Normally done by a stunt, overcome or create advantage. The
summoned can act as a mook, character Or be a situation
aspects, all which can act depending on its aspect facts.
-Transforming is normally an temporary situation aspects which
change The target depending on its aspect facts.

◎Scene environment and structures
-Note that scene environment and scene structures, can be
interacted with but isn’t an aspect in itself. also these can apply
varied aspects as well automatically .





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If you're in San Diego, I'll be running a Fate Accelerated one shot at GamerConSD on Saturday. It's "Weekend at Bernie's" set in a wizard's tower. When the wizard dies it's up to his apprentice, familiar, cooking demon etc to keep the business running.
https://www.meetup.com/Role-Players-San-Diego/events/253328923/?rv=co1&_xtd=gatlbWFpbF9jbGlja9oAJGM3ZDQwNzlmLWNiNzktNDRiNS1hZjRlLWUzNWVhMWE5OTdlMQ
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