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
This post has been closed. You can still view previous posts, but you can't post any new replies.

CLOSED: Feedback and Recruitment for playtests for a Custom FATE setting

1509943713

Edited 1509948623
EDIT: As it does matter, the timing for any playtests is flexible. Tuesday and Friday are the planned days, with the time being flexible, but preferably&nbsp; 6:00 PM PST . So, as the title suggests, this is basically a post for getting feedback and playtesters for a personalized setting I created about 7 years ago now, well before I found FATE. The world was what I built, with countless ideas on how I wanted characters to work. I was never happy with any system I found though, not enough to try running my setting in them anyway. Then I discovered FATE, and wow what a match. The flexibility of the system, and the Magic System I found for it less than a day after discovering the game, fit EXACTLY what I was looking for. Now, I am looking to get help from players who actually know this system. I know full well that FATE is mainly a "rules lite" game, and that what I've done is add a bunch of rules to it (sort of) in the form of races and the rules for Magic and Psionics. But, ultimately, this is what I feel fits the setting I've wanted to use for so long. The flexible nature of the system from a story-telling perspective also helps as it means I can also let players fill in any holes in the setting that come up (though I hope to keep them fairly few), and the mechanics for magic presented in the book I'm using for Magic here is almost EXACTLY like the magic used in-world, making this by far the easiest match to tell my story with. All that said (and wow was that longer than I expected), now I can get to the important stuff. I know posting the link like this is going to get my game flooded with people, but I fully intend to move the active game to a separate place anyway, as this "game" is meant mainly for testing. But, here goes. The Legend of Alterra is a game about a world with a unique history and setting not quite like anything out there. In a world where the Na'zer, a green-skinned humanoid race, fought a war a thousand years ago using advanced technology that almost destroyed the world. One that lasted for a hundred years, only to suddenly end when a magical wave erupted from the center of the final battlefield and forcefully ended the war by bathing the entire planet in Magic. The result of this event is now countless different species live on the planet, side by side, whether they want to or not. Technology has become lost, forbidden, or taboo, with only the most vital bits remaining or rediscovered over the centuries since the war due to fear it may happen again. The result is a world with rare magical cybernetics, airships (blimp/steampunk-ish things really), no phones or TV or computers, where snail-mail is common but done with magic, where you're as likely to find a small villa with a hundred people as a massive multi-million person city. This is the world of Alterra, and it needs you. If you're interested in helping test, or just giving feedback on the systems I'm using, all of that info can be found here: <a href="https://app.roll20.net/join/389165/pRDlcw" rel="nofollow">https://app.roll20.net/join/389165/pRDlcw</a>
Hey Adran! You seem to be trying to accomplish the same thing I am trying to do: fit a preconceived setting with complex magic and races into the FATE Core ruleset. I, unfortunately, don't know the FATE system well enough to help you work on your setting, as it is hard enough form me to figure out how my setting will work with FATE. Right now, I am trying to pare down the unnecessary complexities, as FATE is naturally streamlined. I'm not saying that you should do that! As I said, I had no idea when I looked at your game if it would work or be unnecessarily complex. I wish you luck and fun though! I see similarities between our worlds (though yours is more sci-fi and mine is more fantasy), and so I hope to see you succeed, even though I am going in a more simplified direction. - Ben
Ben said: Hey Adran! You seem to be trying to accomplish the same thing I am trying to do: fit a preconceived setting with complex magic and races into the FATE Core ruleset. I, unfortunately, don't know the FATE system well enough to help you work on your setting, as it is hard enough form me to figure out how my setting will work with FATE. Right now, I am trying to pare down the unnecessary complexities, as FATE is naturally streamlined. I'm not saying that you should do that! As I said, I had no idea when I looked at your game if it would work or be unnecessarily complex. I wish you luck and fun though! I see similarities between our worlds (though yours is more sci-fi and mine is more fantasy), and so I hope to see you succeed, even though I am going in a more simplified direction. - Ben I've been following the discussion in your thread a bit, which is why I finally decided to bite the bullet and post to get feedback for myself XD I always knew I'd never go the "simplify" route simply because I've already simplified from what I originally tried to do. Originally I had classes, races, skill systems, combat systems, and all this other stuff that was a bit much. This is about as simple as I feel I can get while still maintaining what I wanted. That said, I still appreciate any feedback I can get on the concepts I've used. While there is definitely more of a sci-fi theme to the origin of the setting, the world is mid-to-high fantasy at it's core in the present.
1510066624
Pierre S.
Pro
Translator
As you may know, the Fate System Toolkit is a main source of ideas for magic systems.&nbsp; You might get other things from "articles" such as in the Fate Codex magazine.&nbsp; In designing your game they ask you if you want your magic to be based on Skills (the easiest), Stunts or Aspects (the most expensive since powered by Fate Points) and set things up accordingly. But fantasy fiction is not my thing; I disclaim any more knowledge about it.
Pierre S. said: As you may know, the Fate System Toolkit is a main source of ideas for magic systems.&nbsp; You might get other things from "articles" such as in the Fate Codex magazine.&nbsp; In designing your game they ask you if you want your magic to be based on Skills (the easiest), Stunts or Aspects (the most expensive since powered by Fate Points) and set things up accordingly. But fantasy fiction is not my thing; I disclaim any more knowledge about it. I've already used one of the Magic books from the FATE website to build my own magic system, mostly drawing on the original book with only minor tweaks.