(I'm new here, so the puns off of Fate are fresh in my mind - I'm
sure y'all have done it to death already ;) )
Hi there! Just got on this list after posting on the Forge about a
setting I came up with that I'd like to use Fate for. I've been
thinking about putting together an RPG for a setting that I have
worked out and ran across Fate. I think it'll fit my setting really
well, especially if I tweak it a bit.
I'd like to use Fate as the engine for my game, which is a sort of
urban fantasy pulp/punk fusion. It's called Crystalpunk. It takes New
Age mythology (crystals, ascended masters, our Space Brothers, Indigo
children, etc) and makes those real, but repressed by the darker
factions/nature of humanity. So it has that sort of black-and-white
feel, but with a rage-against-the-machine element that I think will
work well with Fate 3.0.
Excuse me while I do a little stream of consciousness peppered with
questions...
I have a mechanic I'm fond of for chargen/skills that I thought I'd
ask for comments on. I want every character to have a 'star chart'
(very New Age thing). I've divided the 12 Zodiac signs up into areas
of action and I'm going to draw up a skill list for each.
Aspects are 'planets'. Each has a theme (Mars is conflicts, Mercury
is Learning or Communications, etc). That'll be 11 Aspects, (10
Astrological planets plus the Ascendant point). You place a planet in
a sign and the aspect you choose should have to do with that sign and
that planet (Ex. Mars is about conflicts, and Aries covers charisma
and leadership, so aspects there could be "Master
Debater", "Argumentative", "Military Leader" or even "Reincarnated
War Hero from Ashtar Command").
My worry here is that this might be a little too limiting in terms of
character creation. Do you think that would be too 'cookie cutter' in
terms of distribution of Aspects?
Another idea I had for the planets was that the planets had a
mechanic effect in the area of the sign it's in that fits the theme
of the planet (if Venus is in a sign, you get a +1 if you are working
with others, or the Sun, all skills in that area are easier to
advance or some such). Aspects would either be separate or just
attached to the planet without a theme. I'm not sure I like this one
as much, however.
The phases of chargen will be a mix of current life and past lives, I
think. Or at least, that will be one option. I am thinking I might
present several options dependent on either the type of character or
the specific campaign in question.
In terms of systems for mystic and supernatural stuff, I'm a little
unsure. I want the supernatural elements to reflect the chaotic
syncretism of the New Age movement. Mashing up old and new concepts,
borrowing ideas. Creative combination whould be rewarded somehow. For
the pseudoscience, 'sacred science' and more traditionally occult, I
think the Gadget rules in the SotC SRD will work very well. I've been
trying to brainstorm creative mechanics for things like Psionics and
less ceremonial magics. Either stunts or something like the Martial
Arts idea from Fate 2.0. However, if anybody has some ideas in this
area (especially that capture the feel I mention above) I've love to
hear them.
Um, so anyway, thanks for looking at my rambling monologue....any
additional comments or critiques are welcome. I'm looking to playtest
once I get things firmer.