Sunday, September 29, 2013

The Fate (rpg) of the Majestic Wilderlands)

I just ran a Fate one-off. I used an adventure created for the Majestic Wilderlands and the character were created with a quasi medieval fantasy world in mind.

High Concept: Bounty Hunter
Failed Merchant left debt
Ladies Man
Big Spender

+4 Fight
+4 Fight
+3 Athletics~ Physique
+2 Contacts ~ Investigate~ Notice
+1 Empathy  ~ Rapport    ~ Stealth~ Will

Because I'm tough as nails I get a +2 advantage when fighting with my sword

Because I have a Magic ring goblins tend to trust me.

Wizard College Dropout
I can do that if I wanted to I just don't Care
I think I can figure this out.
Never without a Map
This is just like that game I played when I was young

Will +4
Lore +3 Fight +3
Stealth +2 Athletics +2 Deceive +2
Contacts Empathy Notice Provoke +1

Because I have an elven cloak, I get a +2 when I gain an advantage by hiding
when I'm in a natural environment

Because I accidentally summoned something, once per game I can teleport to a place of the creatures choosing.

My impression is that for a one off adventure Fate is mediocre. Those who have read my Scourge of Demon Wolf know that while I have opportunities for combat and treasure the adventure itself revolves round roleplaying with NPCs and this was no exception.

It involved the rescue of a kidnapped Baron's daughter by a coven of warlocks. Involves the party entering the warlocks three level cliff side dwelling. Inside there are slaves, visiting orc chieftain, a pair of summoned captive demons, a talking dragon skull, the warlocks, and a bunch of captured children.

The magic system was basically using the Lore skills to perform one of the four basic Fate actions with the condition that anything beyond a single target or a single area would be very difficult to accomplish. Other than the I encouraged the mage character to make up his spells.

Combat was relatively quick one of the faster method of resolving combat I have used. The make up your own spells didn't get out of hand. The use of aspects and stunts was constrained by the pool of fate points. For this game the characters had 3 fate points.

Unfortunately there wasn't a lot of opportunities to earn fate points. In the post game discussion it was agree that we could have tried but it would been forced and probably some thing that was silly and very improbable.

We all felt that Fate was better suited for a regular campaign than a one off adventure. That if we to use Fate 'as is' we would flesh out a lot of things especially the magic system. As it was it felt like to much like metagaming. We plan to look at Legend of Angleterre and see how that holds up.

We all liked the use of Fudge Dice and how it added on top of a skill. How opposed rolls were handled. I mention that I am in the midst of making a rule system using Fudge as the foundation.  We also talked about the Fate jargon that littered the rule book.

I am still leaning more towards Fudge and a traditional approach but I am glad I got to run a Fate session.


Anonymous said...

Very cool. One of the Fate games that I almost played (or in this, ran, as I would have been the GM) was "Spirit of the Century." It is specifically designed as a one-off or in-between campaigns kind of game. We were going to use it as a one-shot, but I am not sure it would have gone as well as, say, a S&W session.

Rachel Ghoul said...

I... just do not understand Fate at all.