Hello fellow writers and co-writers of Elliquiy, having seen a few D&D 3.5 and Pathfinder group game threads here and there, I thought it might be fun to poll the forums for any interest in my own personal favorite game system Fate, by Evil Hate Productions. For those of you who are, I'm looking to get a game together and have found in the past (on some other forums) that Fate lends itself wonderfully to play-by-post and there's no better way to keep track of tagging, invoking, and compelling Aspects! Just post here if you'd like to discuss the potential for a game of Fate here on Elliquiy, I'd be happy to take on the role of GM myself, in an established or original setting. For added clarity, I'm open to discussing this as either erotic or non-sexual, but truthfully leaving the door open for some truly intimate romance is why I've decided to post this here on Elliquiy (rather than any other role playing or even dedicated play by post site).
For those not familiar with Fate, it's a dramatic, flexible, rules light system that puts the emphasis on creative, proactive, and dynamic character actions and reactions, rather than bogging challenges and combats down in number crunching and calculations. Character creation is freeform and part of play itself, centralized around character Aspects, which are the defining features of what makes your character unique and are the flagship mechanic in-game for making your character shine in the midst of conflict and adventure.
Fate is great for dramatic, classically romantic action & adventure, and can be kitted out to play in any setting from a Space Western, to 1960s Soviet Diesel-Punk (complete with Cold War mechs and airships). Whether you're interested in classic swords and sorcery, hard boiled detective stories, or intrigue laden political and social conflicts, Fate can bring it to life, and personally, I love the challenge of adapting this system to a new adventure and setting my fellow players have always wanted to see happen.
So, check out the SRD here
, published online for any and all to access, or go ahead and download a pdf copy of the Core Rules for your very own
(pay what you want, right down to nothing at all), and then post here whether you'd like to be a part of any game we should happen to run!
As I said before, I'm open to running the game myself, in any and all settings which might appeal to potential players. Whether your a veteran Fate player or new to the system, it's exceptionally easy to learn, and more than any other system I've found character creation to be as intuitive as it is an enjoyable part of play. Your character isn't a collection of numbers and formulae, rather, it's the process of crafting and writing their backstory, experiences, hopes, talents and flaws that make up the core of play. Have a character you've always wanted to play in a story or RPG, but never been able to find the write system, pitch it here, we'll help you flesh it out and fill in the gaps of how they fit into the greater story. Moreover, character creation is collaborative with the other players, as you all take turns writing a sentence or two about how you've interacted in two or more characters past adventures, providing the basis by which you all happen to know each other in the first place!
For those feeling like they might be at a loss, I'll go ahead and pitch a few settings and ideas I've always wanted to make happen with Fate, and if you feel inspired by any of them, go ahead and pitch your take and ideas right back:
- Spirit of the Century- This one is an established setting using Fate Core, focused on 1920s Pulp Action & Adventure: Ripe for Costumed Heroes (Think the Phantom or the Shadow) Intrepid Archaeologists and Explorers (Everyone's favorite, Indiana Jones), Two Fisted Pilots and Dare-Devils (The Rocketeer), all thrown together into some sort of fantastic league of extraordinary persons.
- A Galaxy Far Far Away- Rather than the more cumbersome Star Wars d20 or revised Saga Edition, I've found Fate to be the perfect system for capturing the dashing, romantic feel of the Star Wars Universe. Rather than trying to peg down what class of character your bounty hunter is (soldier? scout? scoundrel?) while trolling through alien species ad nauseum to find exactly the sort of near-human you want to play, Fate allows you the creativity to make your character whatever you think they should be. Creating a Chiss Bounty Hunter is every bit as easy as creating a Miraluka Chief Engineer, or forgo such mundane concepts entirely and roll up a Scruff Looking Nerf Herder. See, I'm already getting carried away with this one!
- Swashbuckling Sky Ships- Because I've seen it tried with so many other systems, I feel like I need to put in a plug here fore a steampunk (or other) airship setting. Fate was practically made for the sort of amazing airborne swashing and buckling that I know folks out there love so much.
The Core Mechanic of FATE are the Fate Dice (also known as Fudge Dice; four dice, six sided, with two'+', '-', and blank faces each) and The Ladder, which has ratings between Terrible (-2) and Legendary (+8). Any time you want to do something, you roll the Fate Die, add up the pluses and minuses (blank faces do not modify) and apply that to whatever Skill you're trying to use. So if your character has Stealth rated at Great (+4) and rolls +,+,-,blank (or two 5-6, one 1-2, and one 3-4 on a regular d6) they wind up with a total result of Superb (+5) at the task which they are trying to accomplish.
On top of this, FATE makes use of the concept of Aspects, which are the defining traits of a character without assigning any sort of numerical values. They are the characters greatest strengths, weaknesses, personal issues, quirks, stand-out relationships or represent a part of their greater destiny, heritage, or persona. A kleptomaniac rogue may have the Attracted to Shiny Things
Aspect, or an expert duelist might reveal that he's Not Really Left Handed!
, and no one ever tells the ace star fighter pilot the odds
Whenever you think a particular Aspect applies, you can spend a Fate Point in order to Invoke that Aspect and gain a bonus up the ladder, or else re-roll the Fate Dice. However, any time the GM thinks that a particular Aspect might work against you (is it really wise to go hurtling into the asteroid field when you have no other means of escape?) they may Compel something bad to happen to your character, and in exchange, you get a Fate point back.
I've found it an incredibly intuitive system to pick up, and really goes a long way towards fleshing out characters and raising dramatic tension as players and GM go back and forth constantly raising the stakes. Hope I've managed to pique a few more people's interest in it as well, and feel free to check out the freely published and available copies of the rules.