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Showing posts with label Evil Hat Games. Show all posts
Showing posts with label Evil Hat Games. Show all posts

Sunday, 25 January 2015

A Shared Fate

Posted on 13:06 by Anthony Carold
The truth is that generic RPGs are not exactly interesting to review. They lack flavour, they lack the substance of a background that is usually the reason to buy into a RPG, and mechanics are never the most enticing thing to write or read about. Well, okay, but what you are reviewing when it comes to the generic RPG is its tone, the type of game it supports, and of course, its mechanics. So Steve Jackson Games’ GURPS is a mechanically detailed game with a realistic tone whereas Savage Worlds from Pinnacle Entertainment Group is broader in terms of tone and mechanics that particularly supports pulp action. Both are traditional RPGs in that they require a GM who creates the world and serves as the gatekeeper through which the players act and learn about the world. So what then of FATE Core, a more recent generic RPG?

Published by Evil Hat Games, FATE came to prominence in 2006 with the publication of the pulp action RPG, Spirit of the Century. It is a storytelling style RPG in which the player characters are competent and capable, and above all lead dramatic lives. The default game—other FATE-powered RPGs with their own settings do not necessarily require this—involves shared world building duties between the players and the GM. This is part of character generation, done through the creation of Aspects, the equivalent in FATE of advantages and disadvantages. Play is similarly collaborative, as players and GM alike can invoke and compel everyone’s Aspects to bring drama to the game. Above all, the task of both GM and players alike is to “make everyone around look awesome.”

The latest iteration of the game, the ENNIE Award-winning FATE Core was funded via Kickstarter and comes as a handsome digest-sized hardback. It is well-written, the content is clear and easy to understand, and it is engagingly illustrated. The illustrations primarily consist of kung-fu cyber-gorillas, magic cops, and the trio of characters—Landon (swordsman and ‘Discipline of the Ivory Shroud’), Cynere (‘An honorable thief with a fast blade’), and Zird the Arcane (‘Wizard for Hire’)—that together with their setting form the basis of the examples throughout the book. 

In honour of this artwork, our sample character is a combination of the magic cop and the kung-fu gorilla. Archibald  ‘Mourning Archie’ Maugham is a cop with the New Orleans police department, in a world where there is magic and there are intelligent gorillas and monkeys. 

Archibald  ‘Mourning Archie’ Maugham
High Concept (Aspect): Magic-Monkey on a Mission
Trouble (Aspect): Monkey in a man’s world
Aspects: Manners maketh the monkey, Should a monkey meddle in magic?, An eye for the ladies
Stunts: A good gorilla is hard to keep down, A gorilla’s grip, Just the facts, ma’am
Skills: Physique (Great +4); Investigate, Contacts (Good +3); Fight, Magic, Notice (Fair +2); Athletics, Rapport, Shoot, Will (Average +1)
Physical Stress (Physique): 1 2 3 4
Mental Stress (Will): 1 2 3
Refresh Rate: 3 Fate Points: 3

As can be seen by this example, characters are defined by their Aspects, Skills, and Stunts. Aspects describe elements of a character and to work effectively, they need to be double-edged, that is, each should be both an advantage or a disadvantage. For example, the Aspect ‘An eye for the ladies’ could be used as an Advantage to spot a particular woman in a crowd or a bonus to seduction attempts, but as a Disadvantage, it would mean that the character would be easily distracted in female company. In play, an Aspect is Invoked by the player to gain an advantageous bonus or a reroll, but Compelled to trigger its disadvantageous elements. It costs a player a Fate point to Invoke an Aspect, but he will gain a Fate point if the Aspect is Compelled. (A Compel can be resisted by a player, but this costs him a Fate point).
So for example, Archie is chasing Flyss the dip, a well-known pickpocket who frequents high class joints. With a flash of his badge he gets into the Cat’s Pajamas, a nightspot where Flyss is sometimes seen. He scans the crowd and will use his Notice skill of +2 (Fair) to spot the miscreant, but the GM knows that Flyss knows how to work the crowd and sets the difficulty at +3 (Good). This is not an easy roll, so Archie’s player Invokes one of his Aspects—‘An eye for the ladies’—to gain a +2 on the roll.
Conversely, instead of Archie’s player Invoking ‘An eye for the ladies’, the GM could Compel the Aspect. Were this to happen, Archie would charge into the Cat’s Pajamas and get distracted by the other pretty ladies in the joint so he fails to see Flyss slip out of the back door. In this, ‘An eye for the ladies’ has worked as a disadvantage, so why would Archie’s player let this happen? Well, for two reasons. First, because it earns Archie a Fate point, and second, because it is interesting and it contributes towards the drama.
Stunts provide advantages or bonuses under certain circumstances, usually to skills. Skills simply provide a bonus to skill rolls, there being a limited number of broad skills in the game. Where a character lacks a skill, he simply has it at Mediocre or +0.

Mechanically, whenever a player wants to undertake an action, he selects a skill and rolls four Fudge dice—FATE having originally been derived from the Fudge RPG mechanics—special six-sided dice, each of which has two faces marked with a ‘+’ symbol, two faces marked with a ‘–’ symbol, and two faces left blank. The ‘+’ and ‘–’ symbols cancel each out and the blank faces add nothing, so the results range simply between +4 and –4. The result is added to the player’s skill, aim being to beat a target set by the GM, an Average target being +1, a Fair target being +2, and so on, the targets matching the skill values in terms of progression. Should a player’s result match the target, then he succeeds at a cost; if the result is one or two points or shifts above the target, he simply succeeds; and if the result is three or more  shifts, he succeeds with style. In combat, shifts usually represent damage inflicted upon a target, but should a character succeed with style, then he can place a temporary Aspect in play, that can either be used once and then it is lost, or used once for free with subsequent uses requiring a Fate point to be expended.
For example, Archie has finally tracked down Flyss to her apartment, only to find that it is alight and burning furiously. He charges in to get his quarry out, only to discover that Flyss does not live alone. Now he not only has to rescue her, but also her roommates! As the building collapses around him, Archie’s player makes a Physique check against a difficulty of +2 (Fair) to hold up a support long enough for the girls to get out. He rolls ‘+’, ‘+’, ‘+’, and ‘–’ for a total of +3, which when added to his Physique gives a result of +7, which when compared to the target grants Archer five shifts! Archie’s player gets to set up two advantages at a cost of two shifts each. First, he buys ‘No-one gutsier than a gorilla’, essentially a temporary reputation, but second, he buys ‘I pulled your ass from the fire’, which he plans to Invoke when he interrogates Flyss.
Aspects like this can be set up on locations, objects, on NPCs, and on player characters, and then during play both the players and the GM can interact with them, Invoking and Compelling as necessary. Similarly, the GM can design and create places, people, and things all with the simple use of Aspects that get to the core of anything that he designs and creates, and again these can be Invoked or Compelled as part of FATE Core collaborative play. This collaborative element of the game begins before character creation, indeed it starts with the players sitting down with the GM and working together to create the world in which they want to play. This includes the genre, the campaign name, issues for the characters to face and deal with, and then locations and NPCs. From this the players can get an idea of their characters’ place in the world and what each wants to do before character generation. This in part is also collaborative, the players tying some of their character’s Aspects into previous experiences with each other. Should the players and GM know what they want, then it would be quite possible to create a world, characters, and the basis for a campaign just by sitting round the table and talking.

Further, Aspects are mutable. They can change as a game progresses and its events affect each of the players. Typically they come after a Milestone has been reached in a campaign, perhaps revealing thwarting the plot of a campaign’s villain, the greater the Milestone, the more that a player can change about his character. So for example, over the course of a campaign, Archie’s relationship with Flyss goes from cop and snitch to cop and contact to gorilla and girl, so perhaps the Aspect, ‘An eye for the ladies’ might become something like, ‘A girl for the gorilla’. In general though, FATE Core involves little in the way of character progression, skill improvement in particular, being slow and steady. The focus in FATE Core is the play and the drama, not gaining Experience Points, but a great touch is that alongside discussing player character progression, FATE Core looks at world progression, the idea being that both should go hand-in-hand. When you think about it, this is obvious, but it makes sense in as dramatic an RPG as FATE, that it should be an explicit point.

Mechanically, FATE Core is straightforward and not particularly complex—especially for the players. For the GM it is a slightly more complex game, but again not overly so. There is solid discussion of the mechanics and their nuts and bolts, of creating and running scenarios, and of designing and creating ‘Extras’, the elements that support a game, whether that is magic, cyberware, vehicles, and so on. This discussion of the rules and the mechanics is also supported by a discussion of how to run the game, but what it comes down to is a simple question, “What matters in this scene?” Answering this question should be dramatic and interesting—and it should have scope for equally dramatic and interesting failure.

In addition, it is easy to take FATE Core and use its mechanics to adapt the game, setting, film, book, or television series of your choice. Evil Hate Games has already done this with its The Dresden Files Roleplaying Game, but the simplicity of the game’s skills and the adaptability of its Aspects and stunts make this mechanically easy. 

Now this is all great, and FATE Core is a very readable set of rules, but FATE has a problem. It is not a fault intrinsic to FATE itself, but rather with what FATE is—a storytelling RPG. Arguably, every RPG involves storytelling, but FATE Core focuses on it in particular by shifting narrative control. For a quarter of a century, the RPG has followed the model mentioned at the beginning of the review, that is, a GM or DM serving as the gatekeeper for the world through which the player characters learn about and interact with said world. Coming out of the Indie School movement, FATE Core takes ‘aspects’ of the narrative away from the GM and hands them to the players and their characters. This can be seen at first in the collaborative process of creating the world, but shows most obviously in the use and application of Aspects. It further shows in the move away from the ‘yes/no’ binary mechanics of older non-narrative games, to mechanics where the mechanics not only give the ‘success/failure’ binary results, but also the results ‘succeed, but with consequences’ and ‘fail interestingly’. This is a shift in both play style and thinking. It takes adjustment.

In no way is this problem insurmountable and in no way is it an impediment to playing FATE. It is certainly not the fault of FATE itself, but of decades an ingrained play style, and for the players it is a matter of adjusting to thinking about how their characters interact with the world. It helps that FATE Core is well written and gives plenty of examples. It helps that FATE requires a GM, that it is not a wholly GM-less, narrative storytelling game, the distinction being that someone is still in charge, presenting the world, but that someone is someone the players interact with rather than work through. It helps even further that Evil Hat Games makes available FATE Accelerated, a much condensed, but still very playable version of the rules for the pocket-friendly sum of $5. Arguably worth each player having a copy.

At the beginning of the review, I stated that the generic RPG is all about its tone, the type of of game it supports, and its mechanics. FATE Core is light in tone, though like most generic RPGs the tone can be made much darker, depending upon the genre. Mechanically, FATE Core is definitely light and broad rather than detailed, veering towards the cinematic in style. The detail in FATE Core though is in the drama that comes out of its play with the use of Aspects. Its combination of a GM and narrative play elements, primarily its Aspects,that enable player input, arguably place FATE Core in between the traditional RPG and the GMless, narrative storytelling RPG, making it a highly accessible bridge between the two.
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Posted in cinematic, Evil Hat Games, Fate Core, FATE System, Generic, Light RPG, Storytelling | No comments

Saturday, 21 December 2013

Ogrecave.com Christmas Dozen 2013

Posted on 09:51 by Anthony Carold
Since 2001, Ogrecave.com has run a series of list in December, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles that you might like to receive and give. Continuing the break with tradition – in that the following is just the one list and in that for reasons beyond our control, this list is not appearing at OgreCave.com – Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about “Baleful Blandishments” to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents the dozenth’s Ogrecave.com Christmas List Dozen, we can only hope that the twelve below includes one of your favourites, or even better still, includes a game that you do not have and someone is happy to hide in gaudy paper and place under that dead tree for you.


Tales of the Sleepless City 
(Miskatonic River Press), $29.95/£21.99
It is sad news indeed that Tales of the Sleepless City, an anthology of scenarios set in New York during the Jazz Age, is Miskatonic River Press’ swansong for Call of Cthulhu. This beautifully presented book contains six scenarios that bring the Big Apple to life like no supplement for Call of Cthulhu before! Let your investigators discover how far reactionaries will go to preserve the fabric of New York, expose them to bloody horrors in the museum, or have them experience Harlem in mourning. Send them into Hell’s Kitchen to live in a slum tenement owned by the worst slum landlord possible, have them expose a dark future for one young child in Chinatown, or let them truly enjoy a night at the opera… Tales of the Sleepless City is the best Call of Cthulhu title of 2013 – it is such a pity that we shall not see its like again from Miskatonic River Press.


Hanabi (Cocktail Games), $11.99/£8.99
Remember how 7 Wonders made the Ogrecave.com Christmas list back in 2011 after not winning the ‘Spiel des Jahres’ (German ‘Game of the Year’), but winning its new bigger brother award, the ‘Kennerspiel des Jahres’ (roughly ‘Connoisseur-Enthusiast Game of the Year’)? Well this year we include an actual ‘Spiel des Jahres’ winner, one from the designer of 7 Wonders – Antoine Bauz. His award winning design is Hanabi, a clever game in which the players race to bring about the most impressive fireworks display. This requires that the players work together in order to launch the fireworks in the right order, which means everyone playing their cards in the right order. The twist in this co-operative card game is that everyone can see each other’s cards, but they cannot see their own! This is a clever little card game about communicating the right information with your other players in order to win the game.


13th Age (Pelgrane Press), $44.95/£39.99
What do you get when a designer of Dungeons & Dragons, Fourth Edition and a designer of Dungeons & Dragons, Third Edition decide to create a fantasy RPG together? The result is Rob Heinsoo and Jonathon Tweet’s 13th Age, a furiously fun take upon playing Dungeons & Dragons. It still uses the d20 System, but streamlines the mechanics and play style for faster game, combining well-designed character Classes with story-telling aspects that both tie the heroes into the broadly drawn setting and make them stand out as potentially epic champions. With Dungeons & Dragons Fifth Edition not out until GenCon 2014, 13th Age is the freshest take upon Dungeons & Dragons-style roleplaying in years.


Ogre Designer’s Edition
(Steve Jackson Games), $100/£85
If in 2013 the gaming hobby, the elephant in the room that is Dungeons & Dragons was on holiday, then pound for pound, its spot was occupied by a 26 lbs. tank. Big enough and heavy enough to scare your game’s collection, the Ogre Designer’s Edition brings back Steve Jackson’s first game design in a very complete combination of the original classic Ogre and G.E.V. two-player game, plus more. Five maps, hundreds of counters, and over seventy 3D Ogres and buildings, all in a big box! What’s an ‘Ogre’ you ask? A big tank, a big damned tank under the command of an A.I. and bristling with big guns, big rockets, and big nukes, all rumbling towards you… Can you stop it before it stops the units under your command…?


Pathfinder Adventure Card Game: Rise of the Runelords - Base Set 
(Paizo Publishing), $59.99/£49.99
Remember the original Adventure Path campaign for Rise of the Runelords and how we liked it last year enough to include Rise of the Runelords Adventure Path Anniversary Edition on the 2012 Ogrecave.com Christmas List? This year, you get to play it all over again with the Pathfinder Adventure Card Game: Rise of the Runelords, a game that distils the essence of both the Pathfinder Roleplaying Game and Rise of the Runelords into an elegant and quick playing deck-building card game that plays equally well for four players as it does for the single player. The game pitches a party of adventurers in a series of scenarios against various villains and their henchmen who are hidden – find the henchmen and the heroes have a chance of finding and defeating the villain. The adventurers need to have the right skills, right spells, and right equipment all at the right time – and if they succeed they get better. All represented on the cards, which makes for both slick game play and extended game play over the course of the Rise of the Runelords campaign.


Firefly: The Game
(Gale Force Nine), $50/£44.99 
If there is one RPG that we are looking forward to in 2014, it is Margaret Weis Productions’ Firefly Role-Playing Game – of which you can find a taster here – but that is coming in 2014. In the meantime, you can fly the ‘friendly’ ‘Verse in search of a profit aboard your own Firefly Class transport in this well-appointed boardgame from Gale Force Nine. Some jobs will be legal, some jobs will be illegal, and some may bring the attention of the Alliance or worse, Reavers! All you need is the right ship, the right crew, and the right job – maybe it’s a job for Badger, maybe for Niska, but it just needs to go shiny. The game does not always go smooth, but if you are a fan of the television series, then is exactly what you want. Find a crew. Find a job. Keep flying…


Fate Core System (Evil Hat Productions), $25/£16.99
In most RPGs you sit down, create a character and start playing a world of the GM’s creation (or purchase). In Fate Core System, the new edition of the Fate System first seen in Spirit of the Century, you sit down and work with your fellow players and the GM to decide upon a world and the elements in it. This presents enormous flexibility in creating the game that everyone wants to play, whether that is protecting small town Texas from the scum of the universe in 1961, strapping on a jetpack to free the Solar System from the yoke of the Mongol Horde, or wielding the arcane arts against the greatest of Napoleon Bonaparte’s sorcerers! It means that right from the start, the players have narrative control of who their characters are and what their place in the world is, the GM taking his cue from these characters and the narrative that they demand. This is a game about dramatic characters and their adventures and the means to build and run them. (Two supplements – Fate Worlds: Worlds on Fire and Fate Worlds: Worlds in Shadow each come with six ready-to-play settings should the GM and his players not have the time to create worlds of their own, or just want to cut to the chase).


Love Letter (Alderac Entertainment Group), $11.99/£7.99
Princess Annette is unhappy and has locked herself away in the castle; as a suitor can you make her happy once again? To do that you need to get a love letter to her, but between you and the Princess stands the palace bureaucracy – from the lowly guards and priests up through the barons, handmaidens, the King, and the Prince to the Countess and the Princess herself. Each and every one of these august – and not august personages – has a special ability that will advance or block your path to the Princess, but no suitor knows whose favours his rivals currently possess. This is a quick-playing game of bluff and deduction that plays perfectly between other games.


Adventures in Kaphornia 01 – Draconian Rhapsody: A Fantasy Movie For Your Game Table (Chronicle City), $19.99/£13.99
Sadly, roleplaying takes time and there are times when it would be great to have something that you can pick and play with a minimum of preparation. Originally published in German by Ulisses Spiele GmbH, Draconian Rhapsody is just one solution. It is not an RPG as such, but rather a scenario that comes with everything necessary to play – except dice of course! It includes ready-to-play characters, simple rules, and of course an adventure that everyone can jump straight into. Arriving in Kaphornia, through circumstances beyond their control the adventurers discover that Countess Esmeralda of Belzheim needs a dragon, alive and inside of a week. Can they capture the dragon for her in this definitely cinematic, if slightly humorous adventure? Draconian Rhapsody is at its heart a fantasy action movie that you can play through in an evening.


Numenera (Monte Cook Games), $59.99/£39.99
Were the people of the Ninth Age ignorant of the past, then perhaps Clarke’s Law, that “Any sufficiently advanced technology is indistinguishable from magic” might be true. In the very far future of the Ninth Age, humanity is surrounded by the fragments and remains of the previous ages – swirls of nanotechnology, impossibly manicured buildings and landscapes, creatures and peoples bio-engineered to some unknown ends, data streams from still-orbiting satellites, and devices and objects weird and wondrous. Such devices, known as the ‘numenera’, can often be used by the peoples of the Ninth Age, or if not, adapted to a new purpose – perhaps by the Amber Priests. With Numenera, the author’s first RPG of his own design, Monte Cook lets us explore a world of fantastical science to build a bright new future.



Eternal Lies (Pelgrane Press), $49.95/£32.95 
In the 1920s, doughty and stalwart men and women banded together to investigate and thwart the menace presented by threats beyond mankind’s understanding and sanity. We have played out such attempts in Masks of Nyarlathotep, Shadows of Yog-Sothoth, and The Day of the Beast, each in their own way classic campaigns for Call of Cthulhu, but there is one question that has never been asked. What if they failed? This is the set-up for Eternal Lies, the first full campaign for Trail of Cthulhu, Pelgrane Press’ RPG of clue-orientated Lovecraftian investigative horror. In this globe-spanning campaign, the investigators must follow in the footsteps of their predecessors, uncovering clues old and new, not just to reveal the nature of the menace, but to determine where their predecessors went wrong. This is superb interpretation of a classic format that promises month after month of sanity searing play around the world.


Star Wars: Edge of the Empire Roleplaying Game (Fantasy Flight Games), $59.95/£39.99
The gaming hobby feels all the better for having an RPG based in the Star Wars universe on its shelves and in Star Wars: Edge of the Empire, Fantasy Flight Games gives us the first of a trilogy of new Star Wars RPGs. In the one you play Bounty Hunters, Colonists, Explorers, Hired Guns, Smugglers, and Technicians attempting to get by on the Outer Rim, far from the centre of the galaxy, but not so far that the Empire is no longer a threat. The new mechanics use a set of dice particular to the game whose results drive the adventure onwards with results that might ensure a hero’s successes whilst upping the threat or giving him an advantage, all in support of the game’s cinematic style of play. Already supported with several supplements, the Star Wars: Edge of the Empire – Beginner Game is also available to help you get started.


Against the Slave Lords
(Wizards of the Coast), $49.95/£34.99 
With no new official Dungeons & Dragons titles of note this year, perhaps the best were the nostalgia titles repackaged and re-released by Wizards of the Coast. Against the Slave Lords collates four scenarios – A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords for Advanced Dungeons & Dragons First Edition. Previously released as the collection, Scourge of the Slave Lords (A1–4) which was voted the twentieth greatest Dungeons & Dragons scenario of all time, Against the Slave Lords is a campaign for characters of fourth through seventh levels set in the World of Greyhawk that pitches them against an insidious gang of slavers. Presented as a pleasing hardback that not contains the original four scenarios, but also adds a fifth scenario designed to introduce player characters to the campaign, which means that Against the Slave Lords can not only be played by us old nostalgic players, but new ones too.

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Posted in Alderac Entertainment Group, Chronicle City, Evil Hat Games, Fantasy Flight Games, Gale Force Nine, Miskatonic River Press, Monte Cook Games, Ogrecave, Paizo Publishing, Pelgrane Press, Steve Jackson Games, WotC | No comments
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Blog Archive

  • ▼  2015 (7)
    • ▼  January (7)
      • 1984: Railway Rivals
      • A Shared Fate
      • For Cultured Friends
      • Take the Caves Back!
      • The Fourth Doctor
      • Thule Squared
      • The Pen is mightier...
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Anthony Carold
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