Hot answers tagged spirit-of-the-century
18
First off, DFRPG is full of "the group should agree" (YS92), "keep in mind the intended play style" (YS31), "make sure your players are okay this" (YS338), "make sure you're on the same page as your players" (341), and "when in doubt, talk it through with your group" (YS99).
In many places throughout this book, the phrase “the GM decides” is often used ...
18
There are some interesting uses of Science! that I can think of.
We start with the SRD's definition:
More importantly, Science here means pulp science. Do mathematical equations Is there a cure for lycantrophy and vampirism? Of course there is, and Dr. Thanatos has a glowing syringe to prove it in his bag! Is phlogiston, the subatomic particle of fire, ...
10
In SOTC, advances are bonuses to NPC's (Ch5, p78, heading Companions), and are spent when the NPC is created. An advance can...
Improve quality of companion one step (starts at average)
Add an additional conflict type the companion can help
Make them independent
Give them a skill tree of their own
Keeping Up - have comparable transport to be able to keep ...
10
Simple: because you want the GM to have the bad guys have stuff armored enough to require your use of Demolitions to place the charges right for that extra damage.
Which probably means some form of mad scientist villains.
To be clear - I'm not trying to be snarky. Your skill choices in SOTC are cues to the GM. A SOTC GM who isn't challenging the key ...
6
On SOTC p. 39, there is this quote about Invoking Aspects (emphasis mine):
The GM is the final arbiter of when an aspect is or is not appropriate
(see “Getting On the Same Page”, page 37). Usually this means the
player must invoke an aspect that is appropriate to the situation at
hand. If the player wants to invoke an inappropriate-seeming aspect,
...
6
Yes you would definitely get the extra bonus if you spend the fate point to invoke the aspect. It may* represent your character's extra effort in making the darkness work to his advantage, above the natural effect it provides.
* That being said, I must say I don't like the idea of "situational modifiers" in a FATE game. The way I understand it, in FATE, ...
4
Science has 3 main uses:
Medical Treatment - first aid unless you have the correct enhancing stunts
Gadgeteering - making, breaking and fixing
Defining by observation and testing
Medical Treatment is pretty straightforward, but it's easily overlooked if your character concept isn't an MD.
Gadgeteering is a common enough reason for taking the Science! ...
4
Engineering: Breaking Things
…Given time and tools, an engineer can topple virtually any building or structure. …
I guess carefully placed big bombs make a huge difference in the time involved in destroying a building.
To be clear, taking down a structure with engineering is a very long process. With demolitions, preparation takes some time but ...
2
FATE actions are not "graven in stone" until the GM narrates the results. There is, in FATE (and many other narrativist games) a clear distinction between mechanic and narrative - at least in play. And the task attempt description is mechanic, not narrative, until the outcome is agreed upon.
Noting that SOTC p 11 makes it clear that aspects are invoked ...
2
You always roll first, then decide if you want to apply Aspects. Think of the roll as a randomiser that determines not whether you succeed or fail (as in most games), but instead how difficult the intended task ended up being. After the roll, applying Aspects develops the story of how the character overcomes or fails to overcome that obstacle.
What's ...
1
The trick here is, in FATE, you should defer the narration until after the roll is resolved. You announce your action, ask for compels and then roll. Then you invoke any aspects, and finally, you narrate the outcome.
This is contrary to the common paradigm of narrating your intended action and then rolling to see if it comes true or not.
One thing to note ...
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