#Fate TTRPG
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haveyouplayedthisttrpg · 10 months ago
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Have you played FATE CORE ?
By Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin and Mike Olson
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Our 400th poll
Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up.
Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer.
Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives.
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thestalkerbunny · 2 months ago
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Goya loves it when the residents of Echoback start their summer time grilling early. That means he can beg for food unashamedly.
Garrett belongs to @cjadewyton
He's informally become Goya's food supplier for mooching. Garrett thinks the feral homeless elf is just a funny lil' Guy. Toni; Garrett's Co-Parent in all this mess however does NOT think it's cute.
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bttmlessballpit · 13 days ago
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my idiot son
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from-the-notebooks · 10 months ago
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Balancing boredom, balance, chaos, and confusion: My struggles in making a mass combat system
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So for Ring Givers I need a mass combat system. Mass combat systems in ttrpgs are an interesting mixed bag of wargamey book keeping or very abstract and simple resolution mechanics. Fate would typically fall into the first camp but I felt for Ring Givers something else was needed. I decided my goals first: A) make it feel like the battles described in the sources I read B) make it actively interesting for everyone at the table C) try to find a balance around randomness and variables from before the battle and last but not least: D) make it not completely and utterly confusing
Its your judgement if I succeeded or not
So I want this to have a historical feeling and for that to work for the 7th century I want battles where the leaders and notable figures on both sides are at serious risk of injury or death (death more for NPCs), the armies don't really do complex maneuvers or strategies after the fighting has started with most of the clever stuff being done by preparation beforehand, something that could allow glory seeking by player characters, and finally something that can represent the chaos of an army fleeing. To achieve this and the aforementioned concerns I made a system of battle rolls. The exact details of this are still uncertain but I'll cover the basics here: First you start with a number called the battle advantage that represents which side is currently stronger/doing better. If it is positive that means the player's are doing better, if it is negative it means their enemies are. This starts as being based on the relative army size but players (should) can influence this by taking actions like preparing clever tactics, praying for favorable weather (Big Piety Spend), or even just thinking up how to use the environment to their advantage so they can invoke it. A player (usually the one who is playing the commander of their side) rolls four fate dice (dice with 2 blank faces, 2 faces with a - symbol, and 2 with a + symbol) and counts the numbers of + and - then adds the result of all the dice (+ means +1, - means -1, blank means +0) to the battle advantage to create a new battle advantage. Once a new battle advantage is created then events called opportunities and risks are assigned between players. For every + on the roll an opportunity is created and for every - one risk. Multiple + and - could be combined to create special events like a terrible danger (--) or a risky opportunity (-+). These events are little character moments resolved by a single overcome roll by the involved player. Opportunities give you things for success while Risks just hurt you for failure. The purpose of these events is to involve every player by tying the stakes of the battle to their personal interests and also just giving them something to do. With events processed, that stage of the battle is done and the battle moves on to the next stage with a new battle advantage representing how the battle is going. The current way I have it set up: there are usually only two battle stages and after the battle advantage is determined during the second stage you see which side in the battle begins to fall apart. If the enemy's side begins to fall apart because the number is positive, then the events rolled apply to the looting and pursuit of enemies by the players. If its negative and the player's side begins to break apart, a player can succeed a lead roll to give them one last battle roll to win (called a last stand) before they are beaten, this cannot be repeated. If its a tie, roll another battle roll after resolving events. This is not the final version but it was functional enough during a test at the end of my playtesting session. I'd love to hear how others worked to create mass combat systems for their games
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fightingchancestudio · 1 year ago
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By popular demand, I made some fern Fate/Fudge dice with some real gold symbols.
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Available Feb 6th at 6pm ET
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purpletyrant · 1 year ago
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full reference for campanella, who got a normie outfit ref last year but never got references for their magical girl forms
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heehoothefool · 1 year ago
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Saw a post that op turned off reblogs on about how a lot of people think DnD 5e is a great system for rp over combat and uh hey y'all
If you want a game system for more structured improv, 5e ain't it. DnD is very combat driven, despite what Dimension 20 and other such shows may lead you to believe.
If you genuinely want a ttrpg system designed with More Structured Improv Roleplay in mind, I'm gonna suggest you go ahead and pick up the FATE Core Rulebook. The system is all about telling a story and the mechanics it has make such clear.
Your character creation process is essentially "What is my character's job, their biggest problem, a facet of themselves from their backstory, and a couple tie ins to the rest of the party?" And then you allocate a few stats and you're basically done.
DnD is great, truly it is. But the story you can tell is extremely restricted by your ability to understand the rules and bend/break them appropriately in ways that don't fuck up the entire system, which takes so much more effort than the average person is usually willing to put in. It's very much genre locked, and taking it out of that high fantasy genre in a way that's fun for you AND your players is a lot harder than people like Brennan Lee Mulligan make it look.
Go pick up FATE. It is not genre dependant. It's all about flavor, and failing forward, and saying, "But your character was literally raised in a barn, don't you think it'd make sense for them to really bomb this conversation with a noble?" and having that actually be a fun mechanic.
If you want to see the system in action, the Nebula Jazz series by ItMeJP on YouTube should do you just fine. It's a Guardians Of The Galaxy-esque campaign with a heavy Music theme laid over top of it. It also features the producer of Monster Prom, Jesse Cox, if that helps.
There are other systems outside of DnD. Your idea might be better suited for one of them. Please. Please look in to other systems before trying to force the rules of DnD 5e to conform to your vision.
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a-mymble-that-mumbles · 1 year ago
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So for context I play a ttrpg called Fate (if you don’t know it search it up, it’s pretty cool) and at some point in the campaign, when we were trying to get some glue to fix a sand dollar (long story) my friend rolled a natural +4, which with his bonuses came out to a +7 except then he used a Fate point to make it a +9.
And then the GM allowed him infinite glue forevermore which he kindly shared with us.
BOY OH BOY DID WE EXPLOIT THIS GLUE. Even though it didn’t have any true uses in the game beyond fixing the sand dollar, we used it everywhere, all the time. Need a rope? Use some glue. Need to fix Humpty Dumpty (again, long story), use some glue. Need to fix your emotional wounds from finding out that a really cute dog was actually a gigantic wolf that was Death itself?
USE
SOME
GLUE
It got to the point where we were annoying the GM quite seriously with our reference to The Infinite Glue ™️, and eventually we just sorta broke him.
Today the GM decided to make it impossible for us to get to our destination with swiftness without crossing a potential enemy’s path (we couldn’t take the long route because we had a time-sensitive package to deliver). We rolled, and decided to succeed at a minor cost.
A bit stumped for ideas, we asked the GM for a suggestion.
The first thing he said?
Give up the fucking glue.
We gave up a magical vine of thorns that puts its victims to sleep immediately to protect a seemingly useless bucket of glue
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incrediblysalt · 1 year ago
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Meet my new oc Pepper!! She’s my PC in my partner’s FATE game and I’m using her to flirt with all their characters eheheheh
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cleverartcollection · 1 year ago
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Isabel, a new character of mine! Excited to try playing in a different TTRPG system. This game is set in the 1860s, so I had a lot of fun looking for a more period accurate dress and pose in this one!
Details:
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rabidchilde · 1 year ago
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I'm thinking about running the old TTRPG called Engel and I'm wondering which system to run it in. Its original system (in German) is interpreting tarot cards, and it was ported over to d&d 3.5 during the OGL game boom but tarot cards are too improv and 3.5 is too far in the other direction.
Masks: the Next Generation and FATE are the two systems I'm looking at and I'm curious if anyone has any advice about them or recommendations for other game systems.
It's about a group of child soldier angels raised by the church fighting against insect monsters from hell to defend the people of a post climate disaster and post ww3 Europe. One world spamming conspiracy and one conspiracy closer to home wait for them.
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hrewannabe-art · 2 years ago
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When you finally make the A-Team!
Although I do imagine this scene takes place after the Admiral has started to pursue Banshee as a romantic partner and Casey's just successfully defended her role as Banshee's favorite lol. That or Casey's done something worthy of a reward! Although I feel like Casey's happy if Banshee's happy with work lol (which isn't the healthiest, but I guess that's one of the dangers of falling in love with a villain)
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eyepool · 2 years ago
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Cool stuff! And a good antidote to something that bugs me about D&D and the way it’s often played: treating actions as mechanical (“I rolled an 18 … that’s a hit”) instead of fictional (“I leap up the pole and brace myself with my legs while shooting an arrow.”) Though of course you still have to roll...
Fate Accelerated (the “lite” version of Fate) has a nice built-in corrective to this: your stats are called Approaches and they indicate how you approach problems. They are Careful, Clever, Flashy, Forceful, Quick, Sneaky. There are no built-in classes, no races.
This video kind of shows how different Approaches would, um, approach firing a bow. The bard is Flashy, the rogue is Sneaky, the ranger is Quick … (Forceful probably doesn’t apply unless you wield a longbow.)
In Fate you can choose to use any of those, but you’ll get a bonus or penalty depending on your skill level in that Approach. So you need to describe your fictional action, justifying an Approach, to get that mechanical bonus. If you’re +2 at Flashy, then “I shoot my bow” won’t get you a bonus, but the “I leap up the pole…” narration will. That makes a big difference!
What's the difference between a rogue and bard? Presentation!
If you like this sort of stuff, please go check out the full video on my YouTube! It took me forever to make and I nearly cried about 4 times during the editing/posting process!
And as always, huge thanks to my Patrons for making this stuff possible!
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from-the-notebooks · 10 months ago
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The Intro paragraph of my WIP
Welcome to Ring Givers, a game about politics in Seventh Century Britain
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Seventh century Britain was a place of terrible violence and rigid societal hierarchy. This is not a game about fixing this society nor idolizing it but about understanding it. The players are not heroes or adventurers trying to kill the evil king so that good might prevail. They are people of the flawed world. More specifically, they are the people at the top of it. They are the Ring Givers. I first heard that term when I read Beowulf. The Ring Givers of that story are good kings and the rings they give were gifts to those who fought for them. The players may not be king haunted by a demon pissed about them partying too hard but it still applies. They play the people who have economic power and the cultural and military power bought by the same kinds of rituals of gift giving as those of Beowulf. I chose that term for this game to remind me of what it is about. This is a game about the systems of power in the society of seventh century Britain, systems like ritual ring giving. This is about getting the players into the heads of fictionalized historical people and immersed into their world and the decisions they made. The rules in this book are to create systems of incentives and resolving situations for the purpose of immersing the players and making it so that the game feels like the stories and history of the period.
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maximumzombiecreator · 10 months ago
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On the subject of TPKs and failure in TTRPGs, I gotta say, I love a good mechanic for losing.
I love that Fate gives you metacurrency for conceding a scene, and I love that taking extreme consequences creates a new aspect for your character.
I love that when you die in Blades of the Dark, if you're still attached to the character, you can just become a ghost.
I love that in Monster of the Week, when you need to avoid harm it costs a point of luck, which triggers a character-specific consequence and lets you see when your character's luck is literally going to run out.
I even love that in Cyberpunk they've created an omnipresent group of amoral, heavily armed paramedics, so no matter where your character gets gunned down, there's always a chance of pulling through.
Basically, any game that is set up so that losing is going to make things more interesting, not less, is a game that's going to help great stories happen at the table, and I love that.
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ridaine · 1 month ago
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Of Power and Poison
[OC]
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