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Backstory Character Creation System   Message List  
Reply | Forward Message #2654 of 16065 |
Re: [FateRPG] Re: Backstory Character Creation System

On Fri, 24 Sep 2004, dicework wrote:

> Thanks to all your answers, I have a better idea about how
> to balance a game with more than one aspect per phase.
> Quite easily, in fact :-)
>
> I'd still like to know what are Fred and Rob opinions
> about it: do you still believe in your "It is stronly
> suggests that characters gain no more than one aspect per
> phase".

These days I'd probably make it more like "one to two
aspects per phase". That "to two" portion can take many
forms -- the occasional freebie aspect, a parallel set of
aspects which are GM-chosen (based on player-provided
character cues) instead of player-chosen, etc.

> Btw, I really enjoy the supplemental aspects chosen by the GM! They
> can:
> -- spice up dull characters;
> -- temper power gamer creations (but do they play FATE?);
> -- help newbie players with the whole creation process.
>
> But why did Rob came with it when tailoring his new
> system? Did you (Rob & Iago) thought it wouldn't be
> balanced with only the standard player-chosen-aspect?

The thought came up when we were contemplating 5-phase
characters, questions of "are 5 aspects enough?" -- I find
myself sometimes thinking, well, 20 skill points are
enough, but I'm not sure 5 aspects are.

An interesting side-effect of bumping up to two aspects
per phase is that you get access to a (not-rules-enforced)
idea that one aspect level is "equal" to two skill points
(2 aspects per phase; 4 skill points per phase; that's the
ratio). Considering that two skill points allow you to
raise a skill +2, and that during play, using an aspect
level to flip a minus die gets you a +2, that starts to
become a fairly attractive casual "equivalence."

It's just something that we're kicking around for a
specific implementation, though. :)

--
Fred Hicks * "Curse you iago and your fast fingers!" - Rob Donoghue
Co-Author of Fate - Managing Editor of Fudge Factor - The 'fan' in fanatic
Fate RPG * http://www.faterpg.com/ Fudge Factor * http://www.fudgefactor.org/
Plink * http://www.rainlikely.com/ Jim Butcher * http://www.jim-butcher.com/



Fri Sep 24, 2004 2:07 pm

iago23
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Message #2654 of 16065 |
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So, chewing on a lot of conversations, especially Mike and Landon, left me chewing on chargen ideas, and I ended up having to crystalize them somewhat to...
Robert Donoghue
r_donoghue
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Sep 13, 2004
8:52 pm

I like this a lot, particularly the GM backstory, which is a cool technique. Best, Blake ... === message truncated === __________________________________ Do...
Blake Hutchins
blake_hutchins
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Sep 14, 2004
1:04 pm

Awesome. The only thing that I can think of is some way to address potential for hidden backstories, beyond the obvious 'Well you just don't have to mention...
Morgan Collins
buttsteak2k
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Sep 14, 2004
5:15 pm

Looks pretty neat. Question, however. When the GM creates a GM backstory, and a player accepts it for whatever reason, does it just come in verbatim, or does...
Mike Holmes
mike_c_holmes
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Sep 14, 2004
5:16 pm

... As I read the writeup, EX2 is always what happens. The GM is putting backstories out there -- they look like EX1 at the time. In process of accepting it,...
Iago
iago23
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Sep 14, 2004
5:22 pm

... Fred's got it, but that said... I'm flashing back to an Amber game I ran that used phased creation and had a lot of politics and interplay going on during...
Robert Donoghue
r_donoghue
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Sep 14, 2004
5:49 pm

Hi! This system seems a great alternative if you're looking for something else than a straigth timeline. Cool! But, it makes me think about an old dilemma: one...
dicework
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Sep 19, 2004
7:32 pm

... Personally, I've never experienced too much of a difference in play with fewer or greater Aspects, with the exception that I've just changed the refresh...
Landon Darkwood
jhudsui
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Sep 19, 2004
10:45 pm

On Sun, 19 Sep 2004 18:30:08 -0400, Landon Darkwood <darkwood@...> ... I generally allow refreshes at the end of sessions, unless play ended in the...
Darren Hill
demiurgeasta...
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Sep 20, 2004
12:21 pm

... OK, so in the PBEM, the idea of refresh on the 12 aspects that I gave everyone is almost ludicrous. That is, at the rate we play I'm almost thinking that...
Mike Holmes
mike_c_holmes
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Sep 20, 2004
10:15 pm

On Mon, 20 Sep 2004 17:14:24 -0500, Mike Holmes <homeydont@...> ... The fact that it's a slow game shouldn't make much of a difference - I've had slow...
Darren Hill
demiurgeasta...
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Sep 21, 2004
5:42 pm

... Truth be told, this is precisely what I did. It just happened to be a day of in-gmae time. The problem with it as a method is that it's highly arbitrary. ...
Mike Holmes
mike_c_holmes
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Sep 21, 2004
7:11 pm

On Tue, 21 Sep 2004 14:10:56 -0500, Mike Holmes <homeydont@...> ... I don't have a problem with an arbitrary method. It's simple and it works ... Yes,...
Darren Hill
demiurgeasta...
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Sep 21, 2004
7:26 pm

Hallo! My game (polish version of hungarian MAGUS RPG based on FATE mechanics ;-)) is a little changed in comparsion to basic rules. Every PC has 8-14...
gerion007
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Sep 22, 2004
10:19 am

Hi, Thanks to all your answers, I have a better idea about how to balance a game with more than one aspect per phase. Quite easily, in fact :-) I'd still like...
dicework
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Sep 24, 2004
11:01 am

... These days I'd probably make it more like "one to two aspects per phase". That "to two" portion can take many forms -- the occasional freebie aspect, a...
Iago
iago23
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Sep 24, 2004
2:07 pm
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