Now that we've broken down a nice “crunchy”
system like D&D 4th Edition, I thought we could take a look at a system
that is more free-form. Fate Core
is an RPG system from Evil Hat and has a relatively small number of rules
focusing on more narrative play. Players get to take an active part in creating
the story and environment, which is not generally seen in more traditional
RPGs. That doesn't mean, though, that it lacks elements that can be
useful in any game you play. As we did with 4th Edition, I want to look
at 3 pieces of Fate to use in other systems. We'll take an in depth look
at the first one today and handle the other two in two weeks. The 3 pieces
are:
- Character/Scene Aspects
- Group Character and City Creation
- Narrative Based Timing
Aspects is the obvious place to
start when discussing Fate. Aspects are an element as front and center in Fate
as the d20 is in Dungeons and Dragons. In their simplest form Aspects are
phrases which describe something interesting and unique about what they are
applied to. On a character they can be a simple as Mighty Barbarian or
as specific as The Only Wizard Detective in the Phone Book. Scenes
similarly may be Dark and Stormy or in A Rat Infested
Warehouse.
When Aspects are Invoked they can
provide a bonus to a die roll or a penalty to an action against a
character. When Compelled, they will limit a character’s choices or
prevent the character from succeeding in the action which triggered the Aspect.
Whenever an Invoke or Compel occurs Fate Chips are exchanged, keeping a dynamic
economy of narrative control shifting between the players and the game master.
Aspects as a rules module are
beautiful in their simplicity and the effect they can have on play is
dramatic. Any game that uses dice can incorporate them to give players a
chance to further distinguish their characters from the flock. As an
example, I wanted to look at a newer game by Monte Cook. Numenera,
as a game, focuses on exploration and oddity making it a perfect fit for open-ended
descriptions.
In Numenara, I would recommend
keeping the number of Aspects low. Too many will begin to bog down players with
options. Three Aspects gives the player options, without getting in the
way of creativity. A character's first two Aspects are easy - simply use
the adjective and verb taken during character creation. For example, a Graceful
Glaive who Fights with Panache would treat Graceful and Fights with
Panache as Aspects. The final should be chosen by the character and
should describe something truly unique to them. This could be the
description of a unique item they favor, their homeland, or the goal that
drives them through the 9th World.
To use the Aspects, Numenera already
has a guide through the rule of GM Intrusions. GM Intrusions are
opportunities to make the story more difficult or exciting for the
players. The reward the players receive is experience, so they work very
similarly to Aspects already. Aspects, in this case, primarily provide
the GM with more information about how the player wants their character to be
challenged. If your character Fights with Panache then the GM
knows that it may be in their nature to toy with an opponent rather than go in
for the kill. Using this information, the GM can Compel that Aspect to
force the character to fail an attack, choosing instead to embarrass their
opponent.
There are a few options for Invoking
Aspects in Numenera, but I personally prefer the simple ones. Allowing a
character to spend an XP to treat an Aspect as an asset in Numenera will keep
the option in their mind when they have a difficult task. While this
effect is similar to the option players already have (re-rolling a dice for 1
XP), this option can allow a character to in difficulty 4+ tasks to truly shine.
It gives them some certainty when their other abilities bring a difficulty to
1.
Next week I'll share with you a
recipe for some Asian lettuce wraps my wife and I love, and that I will be
serving at my next game. Talk to you then.