Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

GM LFP: Fate core anime-style giant-fighting-robots western punk (you read that right) Monday or Tuesday mornings

The short campaign pitch: Humans have taken to the stars. By the late 3000s, most non wealthy families live on colony ships or small colonies on asteroids, mining materials to trade between colonies and send back to their sponsor corporations. They do this using giant robots (mecha), which are usually built on corporate owned planets and then shipped to colonies in space, are used for all sorts of tasks from entertainment to “law” enforcement. Expansion into space has brought a wild-west mentality back to popularity, including the various levels of lawlessness, and people who make livings as pirates, smugglers, bounty-hunters, space-truckers, mercenaries, arena pilots, duelists, private security escorts and the like while exploring and taming the vast frontier that is outer-space and trying to stay out of the line of fire of the corporate owned planets. There's a bit more setting fluff, but it's basically made up based loosely on a video game i have played a lot of. Fate Core is a narrative roleplaying system, where you are better rewarded for cinematic actions and resolving scenes using verbs and descriptions of your character and the environment, and the small rules and details are less important ( eg, your character’s dusty old mining mecha that he and his father ruined their hands building doesn’t have a set amount of damage it’s cobbled together missile launcher does, nor a set roll needed to hit a target. Instead, if you get into a fight with a pirate, his shield might provide a certain level of opposition for you to roll to beat, with a bonus because you “ trained for years in this mecha ” and another situationally because “ the nearby sun is at your back. ” After you fire, if you beat his opposition roll, we work together to describe how this changes the scene and what consequences the pirate takes. The pirate might take a consequence of “ Shield is crumpled to shit ” which means you could benefit from that in your next attack. Of course, if you succeeded by enough points, that one small consequence is probably not all he took. He either took stress (damage in this case), a more severe consequence (such as “ Hull breach! ”), that you can use to a more significant advantage, or if you’re lucky, maybe he’s taken out of the conflict, and you get to narrate how that goes down. Maybe your missile killed the pirate in his cockpit and you can safely claim ownership of his mecha once you tow it to a harbor and remove the corpse. ) You don't have to be familiar with the setting or the system to have a good time . Newbies and people trying to break from the hard rules of other systems are invited. I have a longer writeup, and character creation details of the campaign for interested people. Looking for 3 to 5 players. My timezone is MST. Ideally, I would run this either Monday or Tuesday in the early part of the day. I'm also free in the afternoons on Sundays.
I'd be interested in further details! The setting/concept really appeals to me and I've been interested in the FATE system especially. No experience playing tabletop but I've done lit roleplay online and LARP for several years now so I'm ready to hop in :]