Showing posts with label FATE. Show all posts
Showing posts with label FATE. Show all posts

Tuesday, December 4, 2012

FATE Core Kickstarter

Well Another Kickstarter that promises amazing stuff.

FATE CORE kickstarter

The buy-in to get 'something' is $1. That means you get the advanced draft copy of the Core rules. Before the Kickstarter end concludes in 60 days. Luckily I'll have time to scrounge up some cash, cuz this is going BIG!!!


Fate started as a "house rules" project for the Fudge system during a car ride Rob Donoghue and Fred Hicks had back in 2001. After seeing some success with it in their home games, they created a free, downloadable version for anyone who cared to grab it. They figured a few dozen people would have a look. Instead, hundreds did, and it fast became one of the most popular variants of Fudge out there, spawning its own thousands-strong discussion list and eventually helping to launch Evil Hat as a commercial game company.
From there, Fate grew into new revisions and iterations, showing up in Evil Hat's own Spirit of the Century in 2006 and the Dresden Files RPG in 2010 (each one leading to a temporary shortage in the supply of Fudge dice as demand spiked), as well as dozens of third-party Fate games and a few other popular games that borrowed ideas from Fate, if not the whole system.
Today, Evil Hat is proud to bring you Fate Core: the latest evolution of the Fate role-playing game system. Inside you'll find refined, clearer language about every part of the game -- ranging from streamlined language about aspects and skills, to a unified approach for game actions and outcomes, to our trademark, rock solid GM and player advice.
Simply put, Fate Core is the best version of Fate we can possibly make, built upon over a decade of play and design experience by Evil Hat, and with the Fate player community at large, taking the best lessons from all of gaming and distilling them into a cohesive, compelling whole. 
With Fate Core, you'll be able to drive right to the heart of your characters, using simple-yet-deep rules to make the most of those stories. Throughout, you'll use Fate Core's mechanics to model how fiction, not physics, operates, producing an experience that's better than "realistic" -- it's authentic. 
After the kickstarter campaign concludes and the game's text, art, and layout are finalized, the PDF of Fate Core will be made available to everyoneon a "pay what you like" scheme. We'll also be selling a printed version of the game, and will use the system to power upcoming games like the Atomic Robo RPG. 
Upon publication  we'll place near to 100% of the Fate Core text into the Open Gaming License as open content, once again continuing our commitment to supporting third party efforts to build the Fate games everyone wants to see.
In the meantime, as a backer of this Kickstarter campaign, you will get immediate, early access to the laid out text of Fate Core as it currently stands (see the link right below the video). You will have the opportunity to tell us what you think, and help us determine the final shape of the game. 
It's an exciting time for Fate, and for Evil Hat, and we hope you'll join us as a backer, a fan, and a member of the Fate community. Let's rock this thing!
cover art by Kurt Komoda
We've set the project timeline on this to the maximum because we want a solid two months for our backers to have a look at the Fate Core preview, give it a whirl, and let us know what they think. We'll be iterating through the feedback you give us in that time to make any necessary tweaks to the text and the layout.
As project funding progresses, we'll continue our efforts to get the art buy and execution put together for Fate Core. At launch time we don't expect to have all of our art done, of course -- but we believe in getting a head start when we can afford to do so. Depending on complexity and speed of execution, art creation and placement into layout may run past the end of the Kickstarter campaign; we're giving it about a month.
Once the art is in and the text and layout are final, we'll charge hard on getting the print run complete. We'll be going with one of our established, fast-on-execution-and-quality domestic book printers for this. Setup and proofing will eat a week; manufacture shouldn't run much longer than a month, if that.
After that point, it's all about shipping, which is probably the most potentially elastic part of our timeline. But we'll be shipping out the copies we owe to all of our backers before we put the book on sale anywhere else. 
Signed copies, consultations, and fudge dice will take a bit longer to get out there, due to the added steps involved.
The PDF: As a backer of this project at any level, you'll get immediate access to the early preview PDF (see the link at the top of this page, under the video) before the kickstarter campaign even concludes. The final PDF that will be released after the conclusion of the kickstarter will be available on a "pay-what-you-like" basis -- which includes free for those so inclined. (But folks who don't back this project will have to wait a few months before they'll get to see that.) We're doing this because we want you to see what's already been done -- and for you to get a chance to provide us critical feedback that will improve the game in its final form.
The HARDCOVER Book: Those backing at $30 and higher will receive a6"x9" formatted hardcover, black and white interior version of the Fate Core rule-set, with a page count somewhere in the lower 300 range.
The Digital Expansions: Backers at $10 or higher will get access to adigital expansion pack that starts with a fantasy adventure playable with Fate Core. Our stretch goals on this kickstarter will add more expansionsinto that pack at no additional cost to the backers! The higher we soar, the more awesome the expansion set gets. After the kickstarter concludes, each individual PDF in this expansion pack will sell for about $5 each, so this has a chance of being a real steal.
Fred's Fudge Dice Stash: Folks who pick a reward that includes Fred's Stash will get four fudge dice of one random color (i.e., all four dice will be the same color, and that color will be picked randomly) included with a signed-by-Fred copy of the Fate Core book. The six colors include the three bronze, copper, and gold tones of Grey Ghost Games' Olympic Fudge Diceset, and the translucent red, translucent blue, and glow-in-the-dark yellow-green of the no-longer-available Wizard Fudge Dice set that Evil Hat produced.
Fred's stash includes the largest quantities of the front row pictured here (the Wizard dice), and a smaller number of the back row (the Olympics). We will try to take requests if it seems feasible, but can't offer any guarantees about the color you'll get. Supplies will dictate!
The Consultation: Got a particular thing you want to do with Fate Core for your home game? We'll pair your ideas with an Evil Hat approved expert who will help you sort out your Fate Core implementation for your home game, and will also write up to 2,000 words so you'll have an official reference document to work from. Part of your contribution will be used to pay the experts for their time and wordsmithery. You'll share rights to the document with Evil Hat, or we can simply agree to enter it into the available open content surrounding Fate Core (assuming it's viable for us to do so) -- your call. This will be carried out either by a Skype call or an exchange of emails (or a mix of both), as fits the schedule of those involved. If it turns out your ideas exceed what's feasible in 2,000 words, consider this a starting point rather than a total solution -- but we'll do our best to cover the essentials!
We have a number of stretch goals in mind. Below, we reveal some of the ones that lie ahead. Stay tuned for updates as the project continues to learn of more!

Monday, June 11, 2012

MW2039 Attributes & FATE

So I'm trying to come up with an idea for coming up with Attributes for the FATE system for use with this game.Oh and a slight working name change to identify that it's not just on Earth, Moderne Worlds of 2039. Just the slightest of changes, but worlds of difference.

So I'm thinking of using a 4dF (drop lowest) for stats. This will give a range of -3 to +3. These will then be used to determine base range of skills. I don't really want to use the standard Strength, Dexterity Constitution etc.  This is FATE, where more descriptive language is better. So here's what I'm thinking so far. I don't really want to have an Intelligence or Education stat, intelligence is something the player needs to role-play. Education in FATE is more represented with an aspect. Some skills use a single, some use average and others use difference.

Brawn: This is a measure of pure raw power. Besides being a modifier for weapons (and minimums) it is also useful with skills where power is important. Being to brawny can cause negatives where being lithe is relevant. Tumbling is a skill that uses (Ag-Br) as it's modifier,
Agility: Agility is used for many combat oriented skills. Thrown weapons, athletics to avoid blows etc.
Wits: While intelligence is up to the characters, wits is a measurable stat, it helps where speed of thought is important.
Perception:  Perception, this is for skills where noticing what is going on around you is important, from conversations to safecracking.

Obviously, with base bonuses: this system will not have so many skill points, I'm thinking 10 points, but it might appeal more to players who are used to systems with attributes, and also lend easily to conversions.
I've begun my historical research as well, I'm learning a lot about the 20s especially, slang, The Red Scare, stuff that is often overshadowed by prohibition, speak easies, and flappers.

More to come as I continue to work on the system. I'm thinking of having a Reputation score that starts at +0, and can be brought up (or down) during the game.

And honestly, let me know what you think about this game so far...if it's really popular, I'll put up Kickstarter to help develop the game and come up with bonuses for it (Figure flats, original artwork, playtesting, short stories, novels? etc.). One of the things I think would make this game impressive it stunning artwork. I think the artwork could really make it come alive. Obviously the core of the system, and a starter set would always be free, as that is the origin of this RPG to begin with, I started this project specifically as a freebie.

Monday, June 4, 2012

MW2039 Tab

I have added a tab for the Moderne World 2039 development. I really like where this game is going.

Here's some new information I'm getting ironed out.

Setting:
The Seven Colonies As man expanded into the solar system spurred by Tesla's inventions, with Matter Transmission (MaX) Gates, and unlimited power provided by the Zee-Gee Generators, mankind first made it to the Moon, then to Mars, using the advances gained on the Moon, terraforming Mars was quick and and soon, a dozen colonial towns were popping up; Pyramids have become the symbol of the Mars colonies, as the amount of stone available for construction makes building them simple with vibralifts and laserdrills. Venus is the system HQ of Alcap1 Industries, Las Venus grew up around the towering casinos and speeks owned by some of the most powerful humans living today. Jupiter and Saturn host the 3 newest colonies on Io, Europa and Titan, a favorite destination for tourists as the gas giants make for stunning planet rises. The last colony started out as the penal colony known as New Alcatraz, floating in the middle of the Asteroid belt, hardened convicts broke big iron into little iron. Now known as The Rock, the mineral resources have drawn all sorts of traders and miners to the area. The Rock is a rough way to live for rough people.

War of the Worlds When H.G. Wells made his historic transmission, many thought it was some sort of hoax, days later when the aliens lie dying from Earth's germs, no one doubted it any longer. It was the catalyst to end warfare among the Earthlings, it put the nail in the coffin of racism, and sexism, suddenly a new age was dawning. When we reached Mars, we realized, they hadn't come from Mars, but from farther away.

Beings from the Darkest Reaches H.P. Lovecraft wasn't just writing, he was seeing through time and space, it drove him mad, but he had to get the information out to the people. Unfortunately as we stepped farther into the solar system.

Wednesday, May 2, 2012

FATE System

I'm quickly becoming a FATE fanatic, The skill based game system combined with aspects are really winning me over to this system and it's becoming my go-to system for any game.

I enjoy Pathfinder, but it does still have the same old D&D issues that I've quit D&D for at least twice. While Pathfinder is an improvement over 3.5, and has some of the best writers in the industry, it still has issues with high level play. I personally don't want to spend 3 hours running a single combat. Take Golarion and put it in a FATE based game, might be interesting.

I love Savage Worlds as well and Earthdawn, but they're beginning to falter as my top choices.

After playing the Atomic Robo playtest, I didn't want to stop, I wanted to continue that game. I have been reading my Legends of Anglerre book again, and working on an Earthdawn Hack.

Check out these FATE system titles:
Spirit of the Century
Dresden Files
Diaspora
Kerberos Club
Legends of Anglerre
Starblazer Adventures

Also check out the d20 to FATE conversion document

Sunday, April 29, 2012

Atomic Robo @ Gam3Day

So, Gam3day...EPIC!

Mike Olson came down to run an alpha playtest for the FATE based Atomic Robo role-playing game. It was a Super Secret play-test! And it was really fun.



Pretty cool because Mike has come up with some epic concepts for this specific game. The pyramid of skills isn't present in its current incarnation, and Mike has emphasized quick character creation over advancement, to make this game play like the Atomic Robo comics. When you want to come up with some character's background, you can go back and play an earlier episode in the character's life. If the other characters aren't in that story, no problem, you just create some other characters instead and run with it. Organizations will be a major way in which your characters advance, granting different aspects to the characters by being members of the organization. (Remember this is an Alpha version and nothing is set in stone)

This game does use FUDGE dice rather then d6s like Legends of Anglerre. I prefer the FUDGE dice even though it does mean a different type of die you need to own, but you only need 4 to play, so it's not very expensive. Besides FUDGE dice are simple to use.

So Mike said he used Kerberos Club as one of his references, but he didn't use a lot from it, one of the things he kept which I really like is the Collateral Damage rules. Makes for a really interesting scene when you let a Robot crush the floor under you instead of crushing your head! Then of course you fall through. I will definitely be watching what's going on with great interest.

Stunts are in, refresh is out, in keeping with the simple system. (currently, who knows what the FUTURE MAY BRING!)

The first PUBLIC play-test will be at GenCon:

If you're eager to check out Atomic Robo's progress, we'll be conducting the first public playtests at GenCon in August. It looks like we ("we" being Andy Blanchard, Chris Czerniak, Morgan Ellis, and myself) will be offering six scheduled sessions between us:

Thursday, August 16th at 2:00 pm
Friday, August 17th at 2:00 pm (two sessions)
Saturday, August 18th at 12:00 pm
Saturday at 2:00 pm (two sessions)And possibly a Sunday game as well. Odds are also good that you'll see some ARRPGgames at Games on Demand, too.
You can find all of them in the schedule as Atomic Robo: Sneak Preview. Not an evocative name, maybe, but it gets the point across. The blurb's the same for all of them:
 Action! Science! Robots! Playtest the new RPG adaptation of the hit indie comic book series Atomic Robo, coming soon from Evil Hat. No experience with FATE or higher-dimension mathematics required.

Wednesday, March 7, 2012

News - State of the Hat

It's Old news, cuz I missed it at the end of the year.

Highlights I'm looking forward to:

Dresden Files
The Paranet Papers: This has been one of the “big dog” projects since the Dresden Files RPG launched.The Paranet Papers is part system update and setting catch-up (getting us mostly current into the beginning bits of Ghost Story), part campaign starter kit. That latter part is being addressed by us cracking up the city creation mold a bit and looking at six different “cities” that do it a little differently, all viewed in light of the fallout from Changes. Those locations: Las Vegas; the “Neverglades”; the open road (taking the Dresden Files in more of a Supernatural direction); the Russian Revolution; South America; and some of the “outlands” of the Nevernever.
DF Adventures: Fairly recently we got ink on a contract addendum that lets us do a handful of “for-pay” adventure arcs for the Dresden Files RPG. Previously we were only in the clear to do free web support typestuff, which is where our collection of one-shots for the Dresden Files (as well as a Fiasco scenario) came from. Now, we’re going to get to do some more ambitious stuff. We’ve got three such projects slated, and the option to do more. You’ll probably see these parcel out over the course of the next two years; at least one of them will include some new details about the Dresdenverse gathered straight from the Word of Jim.
Fate
Fate Core: This would be that new core Fate book that we’ve been promising folks since Spirit of the Century. We haven’t been burbling about this as much as we could over on FateRPG.com, but that doesn’t mean the project’s on hold. Lenny is in straight up nose to the grindstone mode with this one; we’re hoping to have the full text to an editorial squad by February.

Check out more on Fred Hicks blog: http://www.deadlyfredly.com/2011/12/state-of-the-hat-2012/

Having a Core FATE system is a nice idea, I do love FATE and having a generic system will be quite awesome, I hope it incorporates much of the Dresden Files RPG into the rules, while also expanding it.

Having some pre-made Dresden Files adventures to get people interested will be nice too, especially having ones beyond the one-sheets.