Thursday, February 7, 2013

Methods for Shared Setting Building

The various FATE games thrive on communal setting building. It seems to be hard-wired into the mindset of the game. Today I'd like to take a look at the different methods out there.

FATE Core

The group selects two issues and turns them into aspects, then creates a couple of NPCs to attach as "faces" to the issues, and after that creates some important locations and their faces. The Dresden Files RPG works similar, as it served as the blueprint for that method.

Diaspora

Each member of the group rolls up some game values for a system or two in the local cluster, then assigns aspects to the systems and connects them to the other systems.

Starblazer Adventures/Legends of Anglerre

Everyone marks a small circle on a piece of paper, then lines are drawn from the circle to the nearest edge of the paper. This partitions the map into sectors, city quarters or large natural features. Then everybody again places circles inside the map partitions. Each area and each circle gets a name and an aspect. Instant map of the game area with aspects and names.

White Picket Witches

Each player creates a Place of Power defined by a Leitmotif (basically a theme song) and assigns three of the seven Assets of the game at Great, Good and Fair level to the place. Name the place and you are good to go.

That's a very quick rundown of the currently available methods as starting place to create my own (or decide which one I like best). I admit that I am partial to the White Picket Witches method.

Wednesday, February 6, 2013

The Invisible Light

Sometimes you realize you are not only late to the party, but that the party is already over. About two weeks ago I discovered the Scissor Sisters. More specifically this:


Yesterday, I finally realized why the voice reading the final lyrics sounded so familiar: Sir Ian McKellan was reading them. Yes, sometimes I am really stupid that way.

I so want to turn this into a FATE hack. It reminds me a bit of the old Frankie Goes to Hollywood song "Welcome to the Pleasuredome".


"Babylon,
Where bricks of mortared diamonds tower,
Sailor's lust and swagger blazing in woman's beams,
Whose lazy gaze penetrates this sparkling theater of excess and strobed delights,
Painted whores, sexual gladiators, fiercely old party children,
All wake from their slumber to debut the bacchanal.
Come to the light! Into the light! The invisible light."

Only I don't have any idea how to do this. I don't even know, if I got the lyrics right. And probably no one is going to want to play the resulting game with me.

Somehow, I visualize this as an old, rundown club dating back to 80ies, visited by aging drag queens, younger (but not young) hypersexualized leathermen, older gay men and their friends hanging out and dancing   in the flashing lights. Yet, after midnight, a bacchanal starts. The club works its own magic. The men and women visiting the club each having paid their price to partake of a special kind of magic. Something that recharges at the club and carries them through the day. But each night, they are drawn back to the dingy club, meeting the same old crowd and feeling strangely at home. They are of the night and know about the strange dangers lurking in the backstreets of downtown. Guardians against the darkness.

As the face of this club I visualize:

Reginald "Regina" Frazier
Canon aspect: Aging drag-queen bouncer
Tragic flaw: Sucker for a handsome face
Casting aspect: Peter Dinklage in drag
Further aspect: A Heart of Gold
Further aspect: The Babylon is my life's work

Assets: Great (+4) Classy, Good (+3) Dangerous, Fair (+2) Sensitive
Stunts: "Tell me your story" (+2 on rolls with Sensitive to get people to open up)

Note: I used White Picket Witches to do the aspects and stats, because that's the quickest way to do them at the moment.

Don't ask me all where this is coming from. I should probably watch less "Lost Girl" and try to catch more sleep.


Tuesday, February 5, 2013

White Picket Witches am Gratisrollenspieltag

My first game of White Picket Witches took place at the Gratisrollenspieltag event in Nuremberg. It was a sort of convention game atmosphere. When I first arrived at Ultracomix around 11:00 am, there were about half the tables reserved for events of the Gratisrollenspieltag and half for the regular Magic games happening on Saturdays. A demo team from Ulisses Spiele, German publisher of Pathfinder and Das Schwarze Auge, had set up shop on a good part of the tables. But there was a game of Star Wars: The Edge of Empire scheduled as well as my FATE game.

At first I thought, I would end up with no participants, but a curious gamer who already knew the Dresden Files RPG stopped by the table and we got into talking about DFRPG and the difference to White Picket Witches. Then two other gamers joined who had only played D&D, Shadowrun and so on. The three guys quickly decided on characters while I explained the game to them. They picked Caleb Gifford, Zachary Grant and Linda Gardner. We completed the characters and then went on to create three places of power, a witch hunter as an antagonist and some more facts on the three families present.

The FATE beginners picked out surprisingly good aspects for the game and understood FATE rather quickly.

The three places of power were:

Gifford Mausoleum
Leitmotif: The Phantom of the Opera
Great (+4) Dangerous, Good (+3) Powerful, Fair (+2) Classy
An imposing edifice that serves as a monument to the dark power of the Gifford family.

Moon Island Hospital
Leitmotif: The theme from emergency room
Great (+4) Sensitive, Good (+3) Savvy, Fair (+2) Brilliant
A place where the ability to emphasize with patients and improvisation carries the day as oppossed to any brilliant medical training.

Seven Oaks
Leitmotif: Rococo music with strings and flutes
Great (+4) Classy, Good (+3) Powerful, Fair (+2) Sensitive
A majestic clearing throbbing with the power of the earth and nature

Veronica Allen
Canon aspect: Rich, arrogant witch huntress
Tragic flaw: Morbidly clean
Casting aspect: Blonde bombshell
Further aspect: Judicial power
Further aspect: Carrier of the Mystic Cross

Assets: Great (+4) Classy, Good (+3) Powerful, Fair (+2) Brilliant, Average (+1) Dangerous.
Stunt: Money talks on Moon Island (same as Felicia Gifford).

Her aspects were created by the players, the assets and stunts by me.

The game opened with the characters meeting at O'Malleys, a local Irish pub. They bantered a bit about old times before getting serious about the metaplot (someone had opened the family crypts and disturbed the rest of the dead). Especially Caleb taunted Linda about her fear of graveyards and the darkness. Nevertheless, they finally decided to head over to the graveyard and examine the tombs at night. They ended up going first to the Gifford mausoleum.

They used a hidden entrance, as to escape notice by the gang of goths hanging out in front of the mausoleum, but nevertheless one of the kids followed them inside. They discovered him and chased him off. After that there was a short Face-Off between Caleb and Linda about her fear of the dark. Caleb clearly wanted to intimidate her and won, gaining the intent aspect of "Linda is such a crybaby". Linda's player conceded the Face Off and got to add "sometimes" to the intent aspect.

Afterwards, Caleb discovered that the oldest sarcophagus had been brutally opened and the bones were disturbed. But via Create an Advantage he discovered an Ancient Dagger had been left behind.

Then the group went on to investigate the Gardner and the Grant crypts. Both crypts had been disturbed. Always the oldest grave opened. The group retreated to the Grant mansion to mull things over. Zachary hit the books in his family's library and discovered that the founders had been burried with a piece of a Mystic Cross bane to all witches. Apparently whoever was behind the graverobbing intended to recreate the cross.

At that point, I decided to move things to the conclusion of that short 4-hour convention game. They got a mysterious call asking them to meet the caller at Seven Oaks, if they wanted the cross back.

Final Face-Off at Seven Oaks. A hooded figure carried the cross and attacked the group with its powers (area attack invoking the "Carrier of the Mystic Cross" aspect). Then all hell broke loose. Caleb repeatedly attacked with his Bone Work magic skill, Linda tried to convince the assailant of the purity of magic and nature, and Zachary went for the cross. Seven Oaks mostly ended up attacking Caleb Gifford for bringing his dark magic to bear on a place of nature, in the end almost swallowing him in the earth. The Face-Off turned into a rather long conflict, because Linda initially failed an important roll and decided to succeed at serious costs bringing in reinforcements for the hooded assailant. Finally, the hooded assailants conceded rather than risk to be taken out.

The players had fun at the game and the dynamic between the three characters was very interesting. Everyone had a good time.

Notes: I goofed up at the final Face-Off, dragging it out unnecessarily. Instead of having two contenders, I allowed all three players to perform attacks. If only Caleb had attacked and Zachary and Linda playing support, the conflict would have ended much earlier. Also, the FATE points dried up rather quickly in the final conflict. Usually, I don't have issues getting the FATE points flowing, but with unfamiliar players and a new hack that got a bit difficult. Even though, we had flashbacks that I didn't mention above. They worked well, but it was a bit hard coming up with the appropriate stories.

After the game, I took some time to explore the store and ended up buying lots of comic books (The Caste of the Metabarons and a new series called Nosferatu). All in all a fun day in Nuremberg.

Sunday, February 3, 2013

Changes

I used to have another blog called "Beyond the Drowning Woods" that I started back in 2011 in order to work on a setting for Lamentations of the Flame Princess, the Weird Fantasy Role-Playing game by James Raggi. The game never happened, but I kept posting to the blog and kept thinking about the Drowning Woods.

Now, I've started another blog called "Wings of FATE", which is the blog that used to be here. Yesterday I decided that it's being merged with "Beyond the Drowning Woods" into "Fate of the Drowning Woods".

I am not that tired of 21st century RPGs as I thought I was about one-and-a-half years ago. FATE Core actually helped me to realize that.

Okay, onwards and welcome to readers heading here from "Beyond the Drowning Woods".

White Picket Witches: Prepared Characters

Yesterday, I gm'ed my first game of White Picket Witches at the Gratisrollenspieltag (German Free RPG Day). The game itself will be described in an upcoming blog post. Here I'll just show which characters were prepared for the game. I did six characters for three families and gave them two aspects (childhood and heritage), one stunt and one spell each.

Clayton Gardner

Childhood: Knows Moon Island like his back pocket
Heritage: The simple cousin from a family offshot
Stunt: Lie Whisperer (as seen on page 113 of FATE Core preview)
Magic: Muscle Work, Spell: Animal Form (Collie; Simply adorable, a truly good nose, "That smells delicious", Dogged, Soft and cuddly)

Linda Gardner

Childhood: The sweetest girl of the Five Families
Heritage: Grandmother's darling and her best student
Stunt: Always Making Useful Things (as seen on page 107 of FATE Core preview)
Magic: Muscle Work, Spell: Deepest Healing

Caleb Gifford

Childhood: Gets away with murder
Heritage: The black sheep of a black herd
Stunt: Word are Weapons (+2 to Treacherous when you attack an other character verbally in order to harm).
Magic: Bone Work, Spell: Curse

Felicia Gifford

Childhood: The burden of responsibility
Heritage: Heir Apparent of the Gifford Estate
Stunt: Money Talks (as seen on page 129 of the FATE Core Preview)
Magic: Bone Work, Spell: variation of Dead Men's Tales granting a scene aspect instead of a boost.

Victoria "Vicky" Grant

Childhood: The only girl on the Lacrosse Team
Heritage: My father was the parish priest of Moon Island
Stunt: Roll with the Blow (as seen on page 102 of the FATE Core Preview)
Magic: Breath Work, Spell: Purifying Light (A Great or better roll can create an advantage against a monster associated with night and darkness).

Zachary "Zac" Grant

Childhood: The little mischief
Heritage: Always the baby brother of the Grant family
Stunt: Always a Way Out (as seen on page 103 of the FATE Core Preview)
Magic: Breath Work, Spell: Mythical Conveyance

The players will be able to pick the Canon aspect, the Tragic Flaw aspect and the Casting aspect. Then they get to distribute a Great (+4), a Good (+3), a Fair (+2) and an Average (+1) value on their Assets. One of the assets has to be the Magic Asset. This gives them one point more than the White Picket Witches default build, arranged in a column. Because I think, distributing 8 points accross 8 Assets will end up with some fairly generic distributions in the Average to Fair range.