Posts Tagged ‘ Fate Accelerated Edition ’

It’s Not My Fault!

Nota Bene: If you click on a pic, that pic embiggens so that you can read the cards more easily.

Recently I purchased It’s Not My Fault!, published by Evil Hat Productions and available on DriveThruRPG at the aforelinked location. I went for PDF + Cards, currently available for $8.99, plus a clear plastic container for the cards, which was a buck more, if I recall correctly. All in all, not a bad price. The printed cards, as you can see in the pics, aren’t works of art, which I appreciate. My aging eyes enjoy not struggling with miniscule point sizes and exotic fonts layered over art or some sort of pattern.

The deck is really four decks in one. Twenty cards are “character aspect/approach/stunt cards”. One side shows what some systems call a character class (Con Artist or Illusionist, for example) along with three approaches, color-coded, and an aspect in italics. Players pick two cards in turn, and the third is dealt at random. On the flip side of the cards you find which approaches that “class” is best at along with a stunt. The player adds up the pluses for the approaches, makes note of the stunts, et cetera, and the character is done.

I chose Con Artist and Illusionist. I randomly dealt myself Sorcerer. My character’s aspects are Have I Got a Deal for You!, Now You See Me…, and You May Call Me…Tim!. I like the idea of the first one being the character’s high concept.

His approaches are Careful +0, Clever +2, Flashy +2, Forceful +1, Quick +1, and Sneaky +2. He has three stunts, one from each card: Fast Talking, Vanishing Act, and Earth-Shattering Kaboom.

The other three decks within the deck each include 14 cards that “help you generate a sticky situation fast”. Shuffle each deck, deal one card from each. These cards answer the questions Where Are You Now?, What Brought You To This?, and (my favorite question) How Is It About To Get Worse?.

I randomly dealt a card from each deck. We discover that my character is miles underground because he swore an oath while drunk and that his means of escape just left without him.

The PDFs that come with the product also include card-sized rules references and card-sized character sheets. I’ve not provided examples of these, but you can see a sample at this link.

I’m kind of psyched about my It’s Not My Fault! cards. Fate Accelerated has become one of my favorite game systems over the past few years. It’s versatile, easy, and fun. Looks like it might be time for to schedule another dinner-and-gaming event.

Huzzah.

September 15th, 2017  in RPG No Comments »

Pilgrim Sly Chuckles

A pilgrim for Do: Fate of the Flying Temple. The name was inspired by a misunderstanding my daughter Adrienne had way back when while I was reading her the delightful Redwall by Brian Jacques. The type of character is sort of my default mode: the shiftless narcissist with a heart that’s at least gold-plated.

Pilgrim Sly Chuckles

Pilgrim Sly Chuckles just knows he’ll be a monk one day. He is quick of both mind and body, eager to help others by showing them that there’s something to laugh at in every circumstance. All it takes is looking at a problem from a different direction. Up is down, and every loss hides a gain, as well as vice versa. Isn’t this the wisdom of the Temple? That for every good there’s a bad, for every bad there’s a good? Of course it is! One doesn’t need special powers or the martial arts. What one needs is what Sly Chuckles has: an easy smile, some cunning words, and heart full of good intentions.

Aspects
* Avatar: Laughter Is the Best
* Banner: Words Have Many Meanings
* Dragon: Clever Yet Naive
* Other Aspects: Paves Roads with Good Intentions

Approaches: Careful Mediocre (+0), Clever Good (+3), Flashy Fair (+2), Forceful Average (+1), Quick Average (+1), Sneaky Fair (+2)

Stunts
* Center of Attention: Because I enjoy being the Center of Attention, I get a +2 when I Flashily create advantages by making a spectacle of myself.

* Water Off a Duck’s Back: Because trouble slides off me like Water Off a Duck’s Back, I get a +2 when I Cleverly overcome obstacles by evading or avoiding responsibility.

August 25th, 2017  in RPG No Comments »

Do: Fate of the Flying Temple

For some time now, I’ve meant to purchase Do: Fate of the Flying Temple. Now I’ve done so. Do, co-published by Evil Hat Productions and Smart Play Games, written by Mark Truman, promises to be “a family-friendly standalone roleplaying game.” I’ve seen this sort of claim before made by a few other games. Upon investigation, I discovered that, while those games might be family-friendly, it ain’t my family they’d be friendly to. Also, I facilitate Ludi Fabularum, a story game club, at the school whereat I teach. More than one of those other so-called family-friendly games would probably get me reprimanded if I allowed them at a Ludi Fabularum.

I am pleased to report that Do lives up to its claim. For the rest of this mini-review, I’m going to assume that you’re familiar with Fate Accelerated Edition; therefore, I’m not talking about the rules. They’re pretty much standard FAE rules, with two noteworthy exceptions, that I will address in a bit. If you don’t know FAE or don’t like FAE, that’s okay. Do‘s biggest selling point isn’t the game system; it’s the worlds of Do.

The Worlds of Do

At the center of everything floats the Flying Temple, home to wise and benevolent monks who master the martial arts in order to master themselves rather than fight others. Children who arrive at the Temple’s gates are adopted by the monks. These children become pilgrims. They’re not monks, but they’re not outsiders either. The monks teach their skills and wisdom to the children, who then fly to the many worlds of Do, answering letters sent by the troubled to the Temple. The pilgrims try to solve those troubles using the non-violent methods of the monks.

The worlds of Do are not planets like Earth or Mars. Instead, they are more like floating islands, drifting on the winds that blow through the vast sky in which everything moves and lives. To quote the rules, “There is no ‘outer space’ as we know it, with its harsh vacuum and hazardous cosmic rays.” There is sky. There are clouds and birds and worlds and flying whales and, like everywhere you find people, there is trouble. Those experiencing trouble write letters to the Temple. The monks read the letters, decide which troubles need attention, and then send pilgrims — children — to solve those troubles.

The players’ characters are pilgrims, remarkable children who live at the Temple under the tutelage of the monks. One day, all pilgrims face graduation day. Their pilgrimages have an end date, and after that they are pilgrims no more. Instead, they become monks who tutor pilgrims or else they depart the Temple to live among the worlds of Do. Regardless, they are player characters no longer.

About Pilgrims

Pilgrims are made pretty much like any FAE character. They have aspects, stunts, and approaches, but the aspects work a little differently. Every pilgrim’s name has two parts: a banner and an avatar. The former is “an adjective or verb that represents how your pilgrim gets into trouble.” The latter is “a noun that reflects how your pilgrims helps people.” Three sample characters are included in the book, and chapter two goes into admirable detail about banners and avatars. In normal FAE-speak, a pilgrim’s banner is his trouble, and his avatar is his high concept. Every pilgrim also has a dragon aspect. This aspect describes something about the newly hatched dragon that the pilgrims must protect, guide, and raise. The players, through the dragon aspects of their characters, create the personality, appearance, abilities, et cetera of the young dragon.

In simplest terms, the dragon is a non-player character controlled by the GM, given qualities by the players, a collection of aspects usable by all of the players and the GM, and, therefore, a source of both strengths and troubles. In my opinion, the dragon is the cleverest piece of Do. It’s something that is so simple that I wonder why I didn’t think of it.

The Temple Is Missing!

If you choose to run a Do campaign, it begins when the pilgrims return from a mission to discover that Temple is missing and, in its place, is a dragon egg. Where is the Temple? Where did this egg come from? What is the nature of the dragon within? All of the questions are answered during play as a sort of metaplot that moves toward a defined end of the campaign. As the game progresses and pilgrims answer letters (more on that below) and gradually solve the mystery of the Temple, the dragon gains more aspects. At the end of each letter (read: adventure), the dragon learns something new. It gains a new aspect. When the dragon gains its tenth aspect, the campaign draws to a close.

Mail Call!

As mentioned above, the people of the worlds of Do send letters to the monks, who read those letters and then send out pilgrims to solve the problems in the letters. When the Temple vanishes and the dragon hatches, the letters don’t stop. Instead, the dragon coughs up letters, and the pilgrims find themselves without the guidance of the monks. Problems must be solved, and the dragon accompanies the pilgrims, learning from how they act what sort of dragon it should be. In other words, the way the pilgrims solve problems ends up teaching the dragon, which will eventually become a very powerful creature indeed, how it ought to solve problems. Whether the pilgrims — mere children — like it or not, the fate of the worlds of Do is in their hands.

In Conclusion

If you like FAE, get Do. It is a remarkable example of what FAE can accomplish. If you don’t like FAE, get Do. It’s a fascinating idea for a multi-world campaign where solving problems via violence is possible but never without consequences, not the least of which is the fact the pilgrims end up teaching the dragon that the way to solve problems is via force.

I cannot recommend Do strongly enough, and I look forward to challenging the students who participate in Ludi Fabularum with its many worlds.

August 22nd, 2017  in RPG No Comments »

Nanny Death

For the past several months, about every other Saturday we’ve been playing Fate Accelerated. One of the nifty (if not the niftiest) thing about Fate Accelerated is that one can make up just about anything for use as a character. For example, let’s meet Nanny Death and her hell toddlers.

Nanny Death is an undead monster who disguises itself as a kindly woman, usually somewhat elderly and genteel. She infiltrates some unsuspecting family, taking great care of the children, earning everyone’s trust and even their love. Then, one evening after dinner, Nanny Death reveals her true nature, unleashes a pack of hell toddlers, and revels in a night of terror and bloodshed.

Nanny Death
“Stop screaming and eat your spiders.”

High Concept: Skull-Faced Nanny of the Damned

Trouble: Maternal Instincts

Other Aspects: Excellent References, I’m Already Dead, Necromantic Baked Goods

Approaches:: Careful – Strong (+3), Clever – Average (+1), Flashy – Mediocre (+0), Forceful – Average (+1), Quick – Fair (+2), Sneaky – Fair (+2)

Stunts:
* Face of Fear: Because I Embody Death, I gain a +2 to Flashily create an advantage or overcome an obstacle by invoking feelings of fear.

* No Place Like Home: Because I am Strongest in My Lair, I gain a +2 to Forcefully attack when I am at home.

* Reassuring Presence: Because I can Appear Harmless, I gain a +2 to create an advantage or overcome an obstacle when I Carefully disguise myself.

Pack of Hell Toddlers
Undead Flesh Eaters
Skilled (+2) At: Evading detection, playing horrifying games, tearing through flesh
Bad (-2) At: Acting in the presence of holy objects
Stress: Two boxes (3 hell toddlers per box)

April 22nd, 2016  in RPG No Comments »

The Barabashka

Meet the barabashka, a horrible poltergeist, just one of the monsters you might have the misfortune to meet while exploring a ghost-haunted ruin in the world of Buyan.

Anger, remorse, guilt. Some emotions live on after death, coalescing into an invisible, malevolent entity. It lashes out, hurling objects and creatures with destructive force. Invisible, incorporeal, and vicious, a barabashka seeks to harm those who trespass on its haunt.

For Dungeon World

Solitary, Terrifying
Telekinetic force (d8 damage)
20 HP, 0 Armor; Close, Near, Reach
Special Qualities: Incorporeal, Invisible to Normal Sight

Instinct: To drive away

* Fool the senses
* Throw something
* Unleash a whirlwind of destruction

For Fate Accelerated Edition

High Concept: Incorporeal, Invisible Malevolent Entity of Telekinetic Force
Trouble: Driven by Powerful Emotions
Other Aspects: My Illusions Terrify, No One Trespasses on My Haunt

Approaches: Careful – Mediocre (+0), Clever – Average (+1), Flashy – Average (+1), Forceful – Good (+3), Quick – Fair (+2), Stealthy – Fair (+2)

Stunts:
* Boo!: Because I create terrifying illusions, I gain a +2 to Cleverly create advantages related to fear.

* Unleash My Fury: Because I can hurl objects and creatures, I gain a +2 to Forcefully attack by throwing something or someone.

For Mini Six Bare Bones Edition

Scale: 0

Might: 0D
Agility: 3D+2
Wit: 4D
Charm: 2D+2

Skills: Brawling 5D+2, Dodge 4D+1, Illusions 8D, Stealth 5D, Throwing 4D+1
Perks: Illusions (as the spell), Incorporeal (cannot be harmed by normal weapons, uses Wit in place of Might); Invisible to Normal Sight
Static: Block 17, Dodge 13, Soak 12

For Swords & Wizardry

HD 6+6; AC 1 [18]; Atks 0; SV 11; Special incorporeal (immune to non-magic weapons), invisible, telekinesis, undead; MV 15 (flying); AL C; CL/XP 10/1,400

Telekinesis: Once per round, a barabashka can lift and throw up to 360 pounds of objects or creatures with a range of 120 feet. It can hurl a single 360 pound object or creature up to 10 feet. Damage inflicted by such throwing is up to the Referee, but about 1d6 per 10 feet thrown or about 1d6 per 30 pounds seems fair. Saving throws may apply, which could negate or reduce effects.

August 3rd, 2015  in Product Development No Comments »