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Showing posts with label Fate Accelerated Edition. Show all posts
Showing posts with label Fate Accelerated Edition. Show all posts

Friday, 13 December 2013

Random Aside: Stats for Xan made in Fate Core

Hey everyone, today's blog post is not a review. Instead, I'm going to try something fun with two things I did reviews for, Baldur's Gate: Enhanced Edition and Fate Core. I'm going to take my favourite companion NPC from Baldur's Gate and make him a character using the Fate Core rules.

First things first: What defines Xan enough to be his High Concept? Well, what we know is that Xan is an elf from Evereska sent to Nashkell to investigate the happenings at the mines. He's a rather dour, sarcastic and pessimistic fellow, doesn't get along well with Eldoth the bard and often wishes him ill (even showing a brief moment of happiness should Eldoth fall in battle), nor does he get along with Ajantis whom he sees as having an over-simplified worldview. Xan also has a powerful Moonblade, and is a Greycloak (a sort of magical law enforcement agent) of Evereska. Additionally, Xan was chosen by the Moonblade to be it's wielder--this hints that he's probably going to be someone important later on.

Most importantly, however, Xan is a Lost Greycloak of Evereska.  That tells us how he fits into the game universe.

For his trouble, I'm going to take a quote directly from his voice set. Our Quest is Vain. Or perhaps We're All Doomed might be more fitting. Our Quest is Vain has a little more zazz and proactiveness to it, so I'm going to go with that one.

Xan's Moonblade is a pretty powerful item, as well as something indicative of him having an important role later not (never happens in BG or BG2, but if the BG:EE guys are reading this... Baldur's Gate 3? Maybe Xan should become someone important!) and something that defines his position in Evereska, so for his background aspect, rather than going with his capture by Mulahey, I think his Moonblade should get its own aspect. Chosen by the Moonblade has a lot of clout to it, especially once you realize the importance of the Moonblade beyond being an awesome item for a mage to haul around.

Xan having as many lines as he does for Ajantis and Eldoth makes him stand out in Baldur's Gate, so I think we can assume those would make good aspects as well. Ajantis Lives in a Black and White World is a pretty catching aspect, I think, and really establishes his relationship with the paladin squire.

As much as I try to stick to his dialogue for these aspects, he doesn't have a really snappy line that defines his thoughts on Eldoth, so I'm going to have to make something up. We know he doesn't like Eldoth because he views him as crude, unnerving, and just plain mean-spirited, so lets say Eldoth Should be Locked Up, as I think that pretty much sums up why he can't stand the guy. Aside from Eldoth being evil, he's also quite unashamedly criminal, and Xan is a law enforcement officer.

That covers Xan's 5 aspects. Next, we're going to cover his skills.

As Xan is an enchanter, Lore is quite obviously going to be his peak skill at +4. Xan is also an investigator, so Investigation and Empathy should fit nicely at +3. I think he'd be pretty good at telling when people are lieing, and he is an enchanter. Next down we have Will, Contacts, and Rapport at +2. As pessimistic as he is, he's also the only person who can keep Ajantis from just randomly attacking evil party members. Finally, I think Notice, Fight, Athletics, and Resources. He can use that Moonblade if he has to (I mean, sure he's a D&D mage, but I'm not going to let the mechanics trump story here), and he's pretty good at keeping out of trouble. If he were back home in Evereska, I think he'd have more resources at his disposal than he does here on the Sword Coast. As an investigator, he's kept his eyes trained, but that's not his main method of investigation.

As for Stunts, I'm going to give him the stunt Arcane Enchanter. This lets him use Lore to Create an Advantage by casting mind-affecting spells such as Sleep or Charm. If I were trying to translate him as a D&D mage, I'd also let his magic attack, but I always used him purely for Crowd Control. I mean, he is  an enchantment specialist, and he's darned good at it, so I think this is a fairly simple stunt for him to have handy.

Next I'll give him the Practiced Investigator stunt, which gives him a +2 to Overcome aspects meant to hide a criminal's trail of clues.

For his third stunt, I think something concerning the Moonblade would be appropriate so, I'll give him a stunt Chosen by the Moonblade, which grants him a +2 when using Fight to attack in melee with the Moonblade. Some might think this gives him a +2 all the time, but then they forget that something as simple as having the "Unarmed" aspect put on him by a foe, or the GM being mean and compelling his "Chosen of the Moonblade" aspect to mean he left his moonblade at home will deprive him of this +2.

So, to recap:

Xan
Lost Greycloak of Evereska
Trouble: Our Quest is Vain

Other Aspects:
Chosen of the Moonblade
Ajantis Lives in a Black and White World
Eldoth Should be Locked Up

Skills:
Lore +4
Investigation, Empathy +3
Will, Contacts, Rapport +2
Fight, Notice, Resources, Athletics +1

Stunts: 
Chosen by the Moonblade (+2 when attacking melee with Fight if wielding the Moonblade)
Practice Investigator (+2 when using Investigate to Overcome advantages intended to conceal a criminal's trail)
Arcane Enchanter  (Can use Lore to create an advantage by casting a mind affecting spell such as a sleep spell or a charm spell. This can be defended against by Will.)

Tuesday, 10 September 2013

Fate Core Gaming Reveiw

Hey everyone! Today I'm going to do a quick review a new gaming system that was backed by Kickstarter, and is fast becoming one of my favourites: Fate Core!

Created by Evilhat and available for the amount of "Whatever you want to pay, even nothing" on their website, Fate Core was created to be a modular gaming system that can be quickly adapted to just about any setting imaginable.

Teachability: Fate Core is a quick system to understand, with their only being 3 major actions to take. However, it can take players familiar with more crunch-heavy RPGs such as Dungeons and Dragons, or worse yet systems like Shadowrun, to understand the amount of narrative freedom given to players. The concept of Aspects can also be a little difficult for new players to understand, but most of this can be taught simply through playing. When it comes to getting a firm grasp of the rules, the game is very teachable and is easy for new players to pick up and play. The best advice I can give for teaching new players is to have the GM simply tell them "Tell me what your character would do, no matter how complicated, and I'll make the rules do it for you."

Character Creation: Character Creation in Fate Core can take as much or as little time as you want. It's easy to pick skills and figure out your character's stress tracks. The hardest part is coming up with the aspects, and unlike most games the players often help to determine the setting as well, meaning that character and setting creation often takes up the entire first session, although it probably doesn't have to, particularly if you're using one of the premade settings from the Fate Worlds books.

Game Creation: As I just mentioned, the players often have as much of a role in world building as the GM does as everything is generally done cooperatively. That said, it can be really easy to come up with a simple combat for the players on the fly, and since the game doesn't use miniatures or battlemats, there's very little prep time for a GM pre-game. At most, a GM might spend ten or fifteen minutes before each session just to catch up on where they left off and to review notes from previous games. This makes Fate Core and it's simplified companion Fate Accelerated Edition ideal for convention play and one-shot adventures, but even more ideal for ongoing living campaigns.

Playability: The game plays like a charm, and action can flow even with new players. The key to playing any of the Fate games is to remember the credo of "narrative comes first". The rules are designed to be flexible, which allows the players and the GM to tell their story together. The rules can be adapted to fit literally any situation, with actions being open-ended, and aspects being able to cover anything you can come up with a name for.

Non-Combat Resolution: Fate Core is excellent at making non-combat resolution fun and exciting. Non-combat resolution can include systems that are identical to combat in how they work, although narratively they're not combat at all. There's also the idea of challenges, where characters compete using skills and actions outside of attack and defence to try and beat their opponent (such as in a foot race, or when cops are chasing a perp). This means that even when your players are doing nothing more than an indepth investigation, the game remains tense and exciting.

Price Point: One of Fate's greatest features is that you can get the PDF for free. While the additional books might cost you a bit of money, the prices are incredibly reasonable. That said, shipping hard copies to Canada can be prohibitively expensive off the Evilhat website at the moment, so you might want to see if your FLGS has some shipped in already through a supplier first.

Other Impressions: Fate Core's modularity is one of the things that make it such a fun game to play. You want to do noir 1920s detectives fighting alien invaders from the planet Necron? Or would you rather be a group of plucky barbarians from the sand dunes of Azagar? Both are totally playable in the Fate Core universe. I would strongly recommend everyone go to Evilhats website and download the PDF for yourself. Read it, love it, and adore it. It's worth every moment.