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[FATE]: Serenity

 
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Tyberious Funk
Fudge Forum Member


Joined: 22 Mar 2006
Posts: 21
Location: Melbourne, AUS

PostPosted: Tue May 09, 2006 3:56 pm    Post subject: [FATE]: Serenity Reply with quote

I posed this to the official Fate list, but I see there is a bit of Fate action here on the forums so I might get a response here too.

I'm thinking of running a Firefly/Serenity game using Fate. For those
of you not familiar with the official Serenity game, which I believe
is based on Sovereign Stone, it has an interesting approach to skills.

Firstly, skills are rated according to which dice you role when using
them. So the progression goes something like d2, d4, d6, d8, d10,
d12. The skill list is quite broad, with 22 different skills and
these skills can only be raised to d6 (ie, three levels). If you want
to raise them any higher, they split off into specialities, with each
general skill having 3-5 specialities. For example, you could take
the piloting skill up to d6. If you wanted to get any higher, you'd
have to take one of the specialisations like Navigation (which would
start out at dCool. For all piloting tasks, you'd be d6, except
Navigation which would be d8. You could then progress Navigation even
further and/or you could take other specialisations such as
Astrogation.

This approach to skills has already had some support in the broader
Fudge community. It works nicely for systems with fairly chunky skill
progression, and, IMHO, I think it is a reasonable representation of
real life.

I am not sure how it would work in Fate though - in particular, the
impact on the skill pyramid. How do you treat general skills versus
specialist skills? A player with a general skill that decides to pick
up a specialisation in effect will suddely have two skills. The
general skill and the derivative specialisation. If they then took
another specialisation, suddenly the character would look top-heavy in
terms of their pyramid.

Any thoughts?

For that matter, does anyone just throw out the pyramid altogether?
When I introduced Fate to a group a few weeks ago, one of the members
grumbled that the pyramid was just a silly mechanism to stop munchkins
(in a way, I suppose he's right). Do others do anything different?
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mitchw
Fudge Forum Member


Joined: 22 Mar 2006
Posts: 169
Location: Baton Rouge, LA USA

PostPosted: Tue May 09, 2006 4:07 pm    Post subject: Reply with quote

I think that the skill 'tree' approach used in Serenity has the same effect as the skill pyramid - it forces the players to have a good, broad base before taking the higher skills.

So, I would use one or the other and not try to use both.

Mitch
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Emryys
Fudge Forum Member


Joined: 22 Mar 2006
Posts: 24
Location: Beneath the Aurora Borealis

PostPosted: Wed May 10, 2006 12:12 am    Post subject: Reply with quote

I'm a Serenity/Firefly and Fudge fan, so let us know how this goes... and post rules/goodies Wink
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Tyberious Funk
Fudge Forum Member


Joined: 22 Mar 2006
Posts: 21
Location: Melbourne, AUS

PostPosted: Sun May 14, 2006 6:57 pm    Post subject: Reply with quote

Well, I decided to go the simple path. I'm just using the core Fate rules and I quickly worked up a short list of skills by pinching stuff from F10. At this stage, the game is only a one-shot, so I didn't want too many headaches. The intro material can be found here.

Depending on how well the game goes, I might post some Actual Play material later.
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Emryys
Fudge Forum Member


Joined: 22 Mar 2006
Posts: 24
Location: Beneath the Aurora Borealis

PostPosted: Mon May 15, 2006 1:45 am    Post subject: Reply with quote

Looks pretty cool Smile

I noticed the ship: Cayuga Class Light Transport
You have stats for it... have you made rules for their use?

P.S. On the Ship page, the title says"Feetrader The Ship" Razz
You may or may not wish to edit Wink
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Tyberious Funk
Fudge Forum Member


Joined: 22 Mar 2006
Posts: 21
Location: Melbourne, AUS

PostPosted: Mon May 15, 2006 3:28 pm    Post subject: Reply with quote

Emryys wrote:
Looks pretty cool Smile

I noticed the ship: Cayuga Class Light Transport
You have stats for it... have you made rules for their use?

P.S. On the Ship page, the title says"Feetrader The Ship" Razz
You may or may not wish to edit Wink


Thanks for the heads up.

No, I don't really have any rules for the use of the ship. I just wrote down some stats that I thought might be important. I usually keep pretty fast and loose with the rules. I was mostly inspired by the Vehicles and Dogfighting sections in F10. I'll probably borrow some of the equipment lists from F10 as well.
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Steelhand
Fudge Forum Member


Joined: 25 Mar 2006
Posts: 72
Location: Atlanta, GA

PostPosted: Mon May 15, 2006 11:20 pm    Post subject: Reply with quote

Tyberious Funk wrote:
No, I don't really have any rules for the use of the ship. I just wrote down some stats that I thought might be important. I usually keep pretty fast and loose with the rules.


I have to say I agree with this, especially with FATE. I treat my ships in my fantasy sea-faring game as if they were characters, with aspects of their own, but not skills (that way, the players have something to contribute to the sea battles).

By the way, looking over this and the Radio Freedom material you made up, you really seem to have a good way of summing up a gaming "pitch" that makes the players aware of what is going on as well as setting a tone (vital to any game, I think).

Keep us posted!
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Tyberious Funk
Fudge Forum Member


Joined: 22 Mar 2006
Posts: 21
Location: Melbourne, AUS

PostPosted: Wed May 17, 2006 7:06 pm    Post subject: Reply with quote

Steelhand wrote:

By the way, looking over this and the Radio Freedom material you made up, you really seem to have a good way of summing up a gaming "pitch" that makes the players aware of what is going on as well as setting a tone (vital to any game, I think).


Thanks for the positive feedback. The site itself is shared by a handful of roleplayers in our local area. One of them GMed the Tiwesdaeg campaign for several months (which is also listed on the site). I found he got a lot more engagement from the players (which included myself) by putting together a solid initial game pitch. It got everyone immersed really quickly. So I've decided to follow his lead.

I'm finding that good players... or at least, open minded ones, will try most systems if the game pitch is good. It's proving to be a valuable lesson in getting them to adopt Fate/Fudge.
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Steelhand
Fudge Forum Member


Joined: 25 Mar 2006
Posts: 72
Location: Atlanta, GA

PostPosted: Thu May 18, 2006 7:31 am    Post subject: Reply with quote

Tyberious Funk wrote:
I'm finding that good players... or at least, open minded ones, will try most systems if the game pitch is good. It's proving to be a valuable lesson in getting them to adopt Fate/Fudge.


True 'dat! Maybe I should write-up some sort of "How to Pitch Your Game..." as a contribution here.

I will say this: System usually doesn't even need to be a in a game pitch - just setting bits. Most players who are hooked by a setting pitch will be happy with the way the rules kind of fade into the backdrop. Also, it forces the initial focus on setting and color and not on system and stats, and that is a nice first step as opposed to a hoard of confusing char-gen rules.

It is consistently one of the two most nervous part of a game when using a new system - Char-gen and the First Combat. They make or break the game system-wise and having a player committed and attached to the game concept buffers this hurdle.
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raconteurx
Fudge Forum Member


Joined: 12 May 2007
Posts: 1
Location: In a friend's basement; homeless otherwise

PostPosted: Sat May 12, 2007 10:06 pm    Post subject: Reply with quote

Steelhand wrote:
I treat my ships in my fantasy sea-faring game as if they were characters, with aspects of their own, but not skills (that way, the players have something to contribute to the sea battles).


Spirit of the Century introduces the notion of combining skills (SotC, p. 63-4); thus, the skills of the ship might modify, complement or restrict the characters' skill rolls depending on the circumstances.
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