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2

Diaspora has an excellent space combat system that is non-trivial, but is still relatively fast to play. Ships are all represented as characters with several skills and stress tracks. Ship crews are important because use of ship skills is limited or amplified by the associated crew skill. If a ship has a Beam skill of 4, but it's gunner has only a ...


4

To your final, in bold, question, the simplest mechanical answer is as follows. You are not giving them, the characters, a rating; you are numerically defining an object's rating. This by itself does not give the two characters an advantage. They would only be gaining an advantage if you outright deny and prevent the other players from possessing, ...


4

If you are going to use a rule, use it in full. Looking closely on how Fate works, I don't see that giving to weapons a weapon rating is a problem, however I can see how giving to only 2 weapons a weapon rating could be. The thing you cannot ignore is that everyone have an armor and a weapon, even if it is a natural armor (your body) and natural weapon ...


11

Fate isn't a combat game, and doesn't aim to balance characters in only the combat realm. If you have any habits from other games whispering to you that combat should be balanced, take some time to drag those habits behind the woodshed. They don't apply here and can only lead you astray. For example, you say that one player has an entire starship, yet you ...


3

There's an excellent look at how to do this in Dark Star, a space-fighter-pilot based setting in the March issue of Magpie Games' Fate Codex. Here's a summary of the rules: Starships are extras, using the Fate fractal to treat each as a character. Ships have their own skill list, representing systems and their operators (Engine, Sensors, Weapons, etc.) ...


4

I haven't found anything I truly liked along those lines, but Fate Core does have the tools to build an air/space craft fighting system when you focus on what a system is trying to show. Especially in the references you've given, space combat piloting is about trying to maneuver yourself and your opponent so they're in the right place for you to bring your ...


13

Fate Worlds: Kriegszeppelin Valkyrie You might find what you want in Fate Worlds Vol.1, specifically "Kriegszeppelin Valkyrie" (KV). It is a mod/campaign where PCs are WWI pilots. Their planes are stationed on a giant flying aircraft carrier, the eponym Kriegszeppelin Valkyrie. Change "planes" to fighters and "flying aircraft carrier" to "capital ship", and ...


0

Try Starblazer Adventures. That and Legends of Angelterre for fantasy have more mechanical detail for their respective genres while still being Fate derived games. On page 286, Fate Core states that Vehicles are given character sheets and their options are fleshed out like any other character. Starblazer Adventures gives not only worked examples of ...


0

Does your method of rotating the GM fix this problem on its own? ie - if each player has equal time "behind the screen", then after a full circuit each character should have advanced the same amount, even if not at the same times. If this isn't your intended rotation, then you may be able to balance progression based on a percentage of time spent GMing, so ...


11

Everyone should advance Note how all the advancements in the the milestones chapter are shared equally. If I have a total epiphany after I finally confront my treacherous half-brother, that's not a significant milestone for my character, it's a significant milestone for everybody. Thus, my advice to you is that, by default, "absentee" PCs should advance ...


3

When talking about this in another question, there was the idea to make the inactive PC an NPC. There was the instant aversion and suspicion of GM favoritism towards his own NPC, which is a valid concern, and though that concern wasn't valid for our group, we tried to cut it off before it happened. And so, we came up with two simple ways to keep the ...


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1. Create a loose team structure like famous superhero organizations. Not all the members of the JLA, for example, go off to fight one bad guy together, they usually split up and tackle different missions concurrently. A simple way to deal with rotating GMs would be a similar system where each of you have a character that sits out for the missions you are ...


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If already using Rotating GM's why not also use Rotating Characters? Create One Set Of Characters That Everyone Will Play My first instinct is to suggest that during the game creation process the four players will create three characters together. Each character will be designed by all the players, giving the game a very familiar feel to it, since each ...



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