Tuesday, March 19, 2013

Fate Points Episode 3: Fight Fire

Last Monday +Stacey Chancellor and I had +Jason Morningstar on Fate Points to talk about Fight Fire. He had a lot of great things to say about Fate, working in collaboration with others,and his other upcoming projects. It was great having him on the show. I am personally a big fan of his work, so I hope I didn't come across too fanboyish during the interview.





Check out Bully Pulpit Games for more from Mr. Morningstar.

Saturday, March 16, 2013

The Body of Auren pt 4: In which Jake Enters the Fray.

On Monday I played in a game of Fate Core being run by +Michael Pedersen . I had to be a bit late as I needed to finish up an interview for Fate Points. Once I got in it was quite a bit of fun. I played a Nomadic Inferno Caller who ended up throwing in hos lot with the other PCs. There was an incident with a dog, and a dramatic chase by the town guards.  Apparently their is a curse of some sort, and the Glacier Callers really hate my new friends. Check it out, here is the recording should you wish to watch.


Blue Collar Necromancy: First Steps Into a Larger World


Holy Alchemy and the Church: The skill of manipulating the material world. With it one can change everything. The bones of the gods form much of the world. The Holy Alchemists are in tune with the bodies of the gods and are able alter them to a large degree. One cannot alter living things with Alchemy. Every so often an Alchemist will get the idea to try. It always fails. You never get the result you want. Strange things happen when you try to alter the living. It takes days of ritual to build an alchemical effect, and you must have an equal exchange for the ritual to work. The sacrifice is the only area where Alchemy deals with living things. Living essence must be paid to power an alchemical ritual. The more essence you take from a living thing the more powerful the effect. The longer the thing has been alive the more essence you can harvest. This is why trees are often used to power big alchemical effects. Some of the more common, everyday, alchemy people interact with are Odiceen a fuel source far more powerful than oil or coal, Everlamps self contained lamps that never burn out, and Vascuu Gas a stable lifting gas used in Dirigibles.

The Church does not hold with anyone outside of their organization knowing how to use Holy Alchemy. To ensure their monopoly a former Grande Cleric created the Ufficio della Caccia Grande e Santo, they are generally known as Hunters. Trained in the most efficient forms of combat and tracking, they are a terror when on their mission. They hunt down and kill anyone who even claims to be an alchemist. Single minded to the point of fanaticism, these holy warriors are the transnational military in existence. They go anywhere the church has power and the church is everywhere. 

The Church represents a power base outside of the Sorcerous Lineages. The Church uses the noble houses and the noble houses use the church. The Church tolerates necromancy mostly because the necromancers are doing a task that most Priests view as beneath them. Some within the highest ranks of the church wish to eradicate necromancy. They know the history of the world and know that the church came from necromancy. They were the first to a realize the god's deaths, they may know more than the church on the nature of that sacrifice. This small group has been campaigning to discredit necromancy and make the public view it as distasteful and dirty art. This has led to an overall decrease in necromantic practitioners as the years have gone on. After the Final War this plan has been shown to be very problematic, as now there are far too few necromancers to deal with the growing threat.

Saturday, March 9, 2013

Friday Night One Shot: WEG Star Wars

I ran a game of WEG Star Wars yesterday night. Overall I got good reviews from teh players, they all seemed to have fun. I noticed a few things though and so I thought I would bring them up. I am a verbal processor, and to some degree this blog is me attempting in writing what I normally do verbally. This is me just trying to get a grasp on what I have experienced gaming.

I had not played WEG Star Wars since around 1997-1998. Its been a while. It was my first game ever. My friends all wanted to play so they forced(in the way only thirteen year olds can "force") me to run it for them. We would play in the bus and before school. overall it was close to three hours a day for a month or so. I loved that game. I would pour over the pages day in and day out.

When I picked it back up again to run the other night, I found a lot of that nostalgia coming back. as we began to play I noticed that I did not have as firm a grasp on the rules as I used to. No wonder as its been something like fifteen years. I found my self digging through the book a lot. Now this is not bad, in itself. It is however indicative of how I had not prepared enough. I thought I had, but when the dice hit the table, I was not at my best. It was still fun though.

We had a new player in the game. He was new to gaming in general and had never played a D6 game before. I think this may have made him a bit more timid than he normally would be. He ended up missing out on a lot of the action. Partly this was my fault, as I was trying something I thought would be clever and it did not work out that way. Part of it was that we had a couple of really strong personalities in the game, and that is always something to watch for.

But he claimed he had fun at the end of it. If I had to do it over again I would definitely run it differently, I would have prepared more, and I would have made sure that the party did not split as much as it did. Next Friday I think I will run another one shot of a different game. Probably Alternity, Burning Wheel, or maybe Wild Talents. I have not decided yet.

Here is a recording of the game incase you wish to watch it:

Thursday, March 7, 2013

Blue Collar Necromancy: A World on the Edge


The Final War began when Princess Brunhilde of Diutisca was assassinated by an ant-royalist group receiving funding from the Union of Cassterides. Eventually the allies of both nations came to fight in the great war. Even the armies of Columba crossed the great western sea to fight in the war. During the war horrors were unleashed upon the world, weapons never before seen. The death toll was massive.

The war lasted for over a decade. it seemed as though it would never end. As the years went on each nation became more entrenched in their positions, physically and politically. It took a disaster on a scale beyond anything ever heard of before to end the war. The spell plague tore through Aurut and then the rest of the world. It killed one in three people. Rich and poor, noble and commoner, all were equal in the eyes of the plague.The plague did more than kill. It damaged the very fabric of reality. No one knew how to deal with this new problem. No one save the necromancers.

The necromancers had been working for centuries to defend the world from just such a threat. passing down the secrets of necromancy through families and apprenticeships, eventually forming a few loose organizations. Each had its own outlook and ideas on how best to deal with the nastiness they dealt with.The war and the resulting spell plague changed everything. So many people died so quickly and so many magical weapons where used that the very world became unbalanced. The dead rose in numbers unheard of. The families were overwhelmed.

Five years after the war the heads of the various families came together to discuss this trend in the world. After much discussion they decided to join together in order to best deal with the problems of the time. This is when the first alliance of necromancers was formed. As the years went by the alliance became something more, finally the necromancers had a way to negotiate with the more powerful Sorcerous Lineages. The Sorcerous Lineages and the Church, in turn, wish to break this alliance and go back to the old ways.


Before character creation you must first create the home office. The Home office is the central hub of necromantic activity within a given city. It has aspects and faces. This is where your characters will be working out of.

Aspects
Concept: this is like a characters high conceptexcept it is for the whole home office. Is the office respected? Is it well off? Does it struggle? what is the core concept of the home office? Remember the whole world is in the midst of a masive economic depression. The death toll of the Final War was so great that everyone lost someone, probably a whole bunch of someones. How do they feel about you putting the dead back down?
Trouble: again this is like the character's trouble aspect. What is the biggest issue with your home office? Do they lack political pull? Are they destitute? Are there far too many incedents or too few necromancers? Is there a rival firm of people who think that they can do the same job without any necromancy? Is the mob demanding protection money, or a percentage of your rackets?
Focus: the focus aspect is what your office is known for. Do you have a great library of forbidden books? Do you have an experimental weapons division? Does the church back your moves, even if only surreptitiously? perhaps you have access to friendly spirits that offer advice and give aid when they can? Basically what makes your office special?

Once you, as a group, have come up with a Home Office you need to come up with some faces for the office. One for each of the player characters and the head man. The players will each come up with a face that is related to the characters in someways(maybe literally as the necromancers tend to stick with family for their business). Come up with three aspects for each one: Relation, Function, Trouble. The GM will come up with the Head Man for the office, instead of relation he will have an aspect related to leading the group.

Relation: How is this NPC related to your character? Is he blood? Is she a new recruit? Does he hate you? Does she keep showing you up? Does he have a secret crush on you? Come up with an aspect that expresses this relationship.
Function: What is this Faces function within the office? Archivist? Weaponeer? Spirit Talker? Office supply guy? Public relations(such as they are, mostly they deal with the papers)?
Trouble: this is the same as trouble for the PCs. Come up with a way for this aspect to make the story more complicated at least once every other session.

Now you have the Home office fleshed out a bit, you can make characters. You have probaby been making parts of your characters as you went through this process, so just finish them up and get ready for action. Next post I will walk you through Character creation and the skill list.

Fate Core:Stress...what the hell?

Stress is not damage. It looks like damage. It acts like damage. But brother, damage it is not. Consequences are damage. Stress is just your ability to avoid permanent, or semi-permanent harm. I have been involved in a lot of conversations about what stress is, and what it is not. There are, essentially, two views on stress. On the one side stress is viewed as a type of damage. On the other it is not. I think I have established which side of the argument I fall under.

See the problem I have with stress being viewed as a type of damage is that it doesn't really behave like damage in a few key areas. It has no lasting effect. It is not immediately statistically relevant. It does not require any sort of recovery action. To me damage must have at least one of those factors to count as damage. I could be wrong. Hasn't happened yet, but there is always the possibility.


If stress isn't damage, what is it then? Stress is a pacing mechanic. Its the ticking clock that pushes conflict forward. It is also a damage mitigator. It is there to help the players avoid consequences. Here is where I tend to get into arguments with folks. They look at stress the other way around. They see consequences as a way to avoid stress. To me this is baffling. Why would the longer lasting issue be the mitigating factor?

This is the beauty of stress and consequences for me. it is a constant balancing act to keep you dancing around in pain and moving toward the end of the conflict. Conflict becomes a game of chicken. Which side concedes first? How bad do you want, or need, to win? This interplay makes every hit you take a choice between shortening the conflict(taking stress) or making your life harder(taking consequences).

Sunday, March 3, 2013

Magi v001

I finished(sort of) the first pdf version of Magi. There are a lot of things that still need work. Think of this as a working play test document. To use this you will need to have access to the Fate Core rules. I would love to hear any feedback about this, either from reading and finding problems or from actually playing it(should you feel the urge to do that).

Anyway here is the pdf:




And here is an epub version: pdf version
Sorry about the quality, I can never get these things to turn out right, sorry.