tag:blogger.com,1999:blog-2181153683994775767.post3263620364562522797..comments2024-01-28T20:15:30.773-05:00Comments on The Core Mechanic: Towards More Cinematic Gaming: Part 2 - FateJonathan Jacobshttp://www.blogger.com/profile/06133232985480734844noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-2181153683994775767.post-40608677338547451222009-06-07T23:17:34.069-04:002009-06-07T23:17:34.069-04:00You should check out the Song of Fire and Ice RPG,...You should check out the Song of Fire and Ice RPG, they call it destiny points but it seems like their version of luck is well balanced and suits their low magic, cinematic style. If the game had magic and a better setting, it seems like it would really rock.Nicklongshankshttps://www.blogger.com/profile/01182991546051899734noreply@blogger.comtag:blogger.com,1999:blog-2181153683994775767.post-41259114287158788952009-05-21T10:24:04.895-04:002009-05-21T10:24:04.895-04:00Balancing how that system works is really the key....Balancing how that system works is really the key... A good example is the Star Wars Campaign I am running that Tom is participating in. Characters get soooo many "force" and "destiny" points under that system that it is very difficult to design encounters that are appropriately challenging without bing complete death-traps. <br /><br />We also have some more casual folks playing with some power gamers, so when I ramp up the difficulty to 11 on those encounters I feel like the non-opimized folks get left in the cold a bit.Jasonhttps://www.blogger.com/profile/12110575727305200090noreply@blogger.comtag:blogger.com,1999:blog-2181153683994775767.post-2458930572582036422009-05-17T19:23:00.000-04:002009-05-17T19:23:00.000-04:00One thing I should probably clarify given the comm...One thing I should probably clarify given the comments on some other blogs: you can taylor a Fate system in your campaign to your individual style - My fate system at character creation yeileded enough fate points to give the players an extra round or two to retreat when they realized they were in over their heads, not enough to carry the day. Of course you could tweak the costs of whatever you want to use the fate points towards to fit your style. <br /><br />THe reason I liked it becasue in EVERY movie you see there are points where you say to yourself "what if he got hit by a car when he drove through that intersection" and time swhen the hero 'concentrates' to make that arrow shot that cuts the hangmans noose your friend is hangin from. In EVERY movie, the heores are clearly playing with Fate, and since I am a fan of games that play like good gritty Ronin-like movies, that is why I like to incorporate a Fate system.<br /><br /><br />Tom WTom Whttps://www.blogger.com/profile/00397849745743592391noreply@blogger.comtag:blogger.com,1999:blog-2181153683994775767.post-5440429925639718212009-05-14T18:00:00.000-04:002009-05-14T18:00:00.000-04:00Cool mechanic.
We're also using a fate point mech...Cool mechanic.<br /><br />We're also using a fate point mechanic in our <A HREF="http://superheronecromancer.blogspot.com/2009/04/great-dungeon-caper_19.html" REL="nofollow">"heist"</A> style D&D game right now. In our version, instead of adding a specific fate point pool or attribute, we've hijacked the level system. <br /><br />There's an explanation of it <A HREF="http://superheronecromancer.blogspot.com/2009/04/whoah-that-was-close-one-life-death-and.html" REL="nofollow">on my blog</A>.Superhero Necromancerhttps://www.blogger.com/profile/00829551945470884096noreply@blogger.comtag:blogger.com,1999:blog-2181153683994775767.post-9118869046377932202009-05-14T12:27:00.000-04:002009-05-14T12:27:00.000-04:00We found the same thing when we started doing the ...We found the same thing when we started doing the first playtests of Hardkore. The system was gritty in the extreme, damage and physics accurately modeled and even character advancement was set at rates people were proven to retain information and learn. With all that we found there needed to be a way to make players survive the dangers of exciting gameplay. Our answer was Karma (now Darma) and we tied it to the system's social rules. It worked out very well.Helmsmanhttps://www.blogger.com/profile/05248835491973291242noreply@blogger.com