Well, not really. But the Fate Worlds books do a remarkable job getting you to re-examine Fate and how to apply its rules to a specific game or campaign you’re working on. Fate games take modifications and hacks without issue or complaint, meaning it’s incredibly easy to customize the rules to fit what you’re running without … More Fate Worlds taught me everything I need to know
One of the implementations D&D next brought to the table was breaking down characters into four groups of archetypes that could be cobbled together to build your own unique character: class, race, background, and theme/specialty, which determine your starting skills and feats and such. I had some thoughts on applying that to Fate, namely a Fate … More Fate D&D Aspect Angles
Every now and then, someone asks me about whether Fate Core can handle long-term campaigns, or tell me that it doesn’t seem crunchy enough since it lacks the same depth of rules as crunchier RPGs like D&D. Personally, I think a lot of it comes from failure to fully grasp the potential of the rules … More [FATE] But there aren’t rules for that!
A lot slower session, which will hopefully balance the fire the posse jumped out of and the frying pan they’re heading into. So, a retcon. Zeke’s player decided to retcon the ending of the last session so that Zeke died a heroic death, grappling the werewolf with his last breath, shoving it under the mire … More Deadlands Recap Session 4 – The One With The Dog
So, Deadlands. Three sessions in and we’ve got the rules hacks pretty much nailed down now, namely balancing the initiative system so that the spread didn’t result in either 1.) half the party holding four cards and the other half holding one, or 2.) the entire party holding three to five cards. Our fifth character … More Deadlands FATE Recap
I’ve had a couple people ask me this, since I have a lot of good memories of playing Classic, and own a surprising number of the books. (Also, I have some Great Rail Wars miniatures stored away for a rainy painting day.) One of my friends actually got a bit miffed about it, since he’s … More Why Don’t I Use Classic Deadlands?
It’s been a while since I had the free time to post anything, so numerous posts have become backlogged in my mind. They’ll be backlogged a bit further since I wanted to start out my attempt at liveblogging my Deadlands game, and see if that goes to any more fruition than my attempts to liveblog … More Deadlands Roundup
You know the drill. Lumping two sections together since neither of them is as finished or polished as they should be, but there’s enough here to get a firm foundation. More after the break.
Hucksters are probably the coolest characters to play in Deadlands because of their mystique — they’re like the penultimate manifestation of the con-man gambler, making poker bets against the demonic manitou spirits in order to cast hexes. As such, they rule. (I am pretty biased, since I’ve mostly played Hucksters.) The Huckster calls to the spirits, then … More Deadland for FATE – Hucksters
The order of operations always starts with Spades, then Hearts, Diamonds, and Clubs in that descending order. In terms of card value, Aces, then the face cards (King, Queen, Jack), then the numerical cards in descending order. Always. Initiative This is one thing I definitely want to keep, especially since it rolled over into Deadlands: … More Deadland for FATE – Card-Based Mechanics