Tag Info

New answers tagged

10

The GM and Fate Points: GMs, you also get to use fate points, but the rules are a little bit different than the rules for players. When you award players fate points for compels or concession, they come out of an unlimited pool you have for doing so—you don’t have to worry about running out of fate points to award, and you always get to ...


11

No, compels do not cost the GM anything. From the Fate-SRD Finally, and this is very important: if a player wants to compel another character, it costs a fate point to propose the complication. The GM can always compel for free, and any player can propose a compel on his or her own character for free.


5

In practice, you don't normally have to compel your own aspects. You're free to suggest at any time that an aspect of yours could be compelled — by someone else, that is. If in response to your suggestion the GM or the group nod or say "yeah, great idea" or similar, then someone else will usually follow up their agreement by doing the compelling and giving ...


2

As you stated, good Aspects have both positive and negative implications. If you see an opportunity for the negative implications of your aspects to come into play, use those to get your Fate pool going. You suggest the compel, the GM says whether it's valid, and you get the Fate point. I had players with the following Aspects, and the negative uses ...


1

Skill challenges If you're asking about the more gameplay related mechanics in orchestrating a mystery in Fate, I suppose the best way to do so is to plan out the Mystery, determine who the killer was or what was stolen, create suspects to throw the PCs off of the trail of a potential Thief or Murderer, add clues that the Players can find that point towards ...


3

Lisa Padol did run a fair number of mystery plots (we had a detective PC, which certainly helped, plus she tends to mine Call of Cthulhu and similar games for adventures) in her Kerberos Club Fate game (I played Alice), built with Fate v2 — but the rules are still fundamentally the same in Fate Core (v3) even with the reduction to the "four actions" — ...


2

The severity of a compel depends on your game group. Compelling is a trade and if you find your players always paying to avoid your compels (or each other's) then the severity is too high. A timid group of players new to role-playing might not want surprises in the same way a group of seasoned and gonzo players might take any compel you give them just for ...


0

Doubling the cost of Accuracy (which is a crazily good augment in Fate) is at minimum an equitable way to balance it against a damage mod, and might not be enough. Another approach is to have every point of +Damage actually provde +Damage 2.


2

The Fate Toolkit contains rules for squad-based combat and wars which don't require characters. Reading them over, I assume they play similarly to whatever rules Diaspora uses for spaceships. Also, as @SevenSidedDie notes in the comments, Diaspora has similar rules - if you planned on using Diaspora anyway, you might want to just spring for the whole book. ...


0

I would suggest designing a new stunt. It only matters that the two of you and the rest of the gaming table agree that it'll work so it's not putting anyone's nose out of joint... The Stunt might be something like : Ignore Pain. Once per session, this stunt can be invoked to establish that the pain of physical wounds do not restrict the character's ...


1

@user2617804 Assuming you haven't resolved this need already, I think we could benefit from taking the original request back to basics. You have two people with an interest in the original Star Wars film. You want to play a game in that setting with some pre-generated characters. You have a Fate-powered system that aims for rules lite, gonzo adventure, ...



Top 50 recent answers are included