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

Strands of Fate - Sunday afternoons - eastern timezone [Need 2-3 more players]

Hello all, I'm planning to run a game using the 'Strands of Fate' system. I just recently found out about FATE and it sounds like a very interesting sysem for keeping roleplay and story at the forefront. This game will be run Sunday afternoon's (12-4 or 5pm) on a bi-weekly(every other week) schedule. I have two players currently and am looking for 2-3 more. Based off past experiance 4 players seems to be the sweetspot in terms of everyone participating equally(no one sitting out). This game is intended to be a campaign so I'm looking for players that intend to participate in multiple games(rather than a one off). We'll be using Skype in combination with Roll20 as the quality seems better than TokBox. I'll need all players to have a mic or headset, webcam is not required(I don't own one myself). If you are not familiar with the FATE system you can&nbsp;get a good idea&nbsp;about it at <a href="http://www.faterpg.com/resources/" rel="nofollow">http://www.faterpg.com/resources/</a> &nbsp;. Strands of Fate is similar to Spirit of the Century in regards to fate points and aspects, but is generalized to allow for use in many different settings.&nbsp;I normally GM Pathfinder and this system was very different to me, but it started to make sense as I read into it. If you're new to the system don't worry - so am I, and the 2 players I have currently. We'll learn it as a group. I am currently looking at a setting similar to Deus Ex: Human Revolution, if you are not familiar with Deus Ex&nbsp;you can think of Shadowrun without magic.&nbsp;It will be set in&nbsp;the&nbsp;near future where&nbsp;new and ever more advanced technology is begining to clash with the "old"(our modern).&nbsp;I'd like to have a setting discussion and character creation session the weekend before the first game. We'll iron out where the players want to start(mundane cops up against augmented gangs? An augmented SWAT team? Unaffiliated mercenaries/vigilanties? Civilians that get caught up in a conspiracy?) and build characters to fit. That'll give me a week to work out the first plot tailored to fit the characters. If you are interested you can PM me. To include&nbsp;some dates, I would like to have the session/character discussion Saturday(3/9) night. The first game would be the following Sunday(3/17). -Tim
Edit - I see the above post was removed, but I'll leave this one since I think the examples will help demonstrate the FATE system. What I liked about the system was that it looked like much less work to me as a GM and player. The focus on story and character concepts eliminated having to flip through tables of feats and spells. Instead of coming up with a character and trying to fit it into the pre-defined options you come up with a character and you're done. An example of what I like about the aspect system. Say you want to use the light on the bottom of your gun to blind someone wearing night vision goggles. You use a manuever(think 'standard action') to shine your light in his eyes, that npc receives the 'Blinded by the Light!' aspect which will negatively effect his trying to shoot you back. This is done on the fly and doesn't require a feat or looking up the rules for a "Shine Flashlight" combat menuever. The generic system of "apply aspect, invoke for +2/Reroll or -2/Reroll" provides enough rules for your actions to have a balanced effect, but so you're not limited by what is in the book. The same applies to creating your character. If you would like to play a sniper sharpshooter, you could put his defining character aspect as "Former SWAT Sharpshooter." Now whenever you take an action such as taking out a hostile cowering behind a hostage, you can invoke that aspect to get +2 or a reroll. Or if you are trying to get information from the police, you can invoke that aspect to buddy up to a former cop buddy. Those three words allowed you to create a "class" that fits exactly what you wanted your character to be, but you don't have to bookmark a page in a book that has all the benefits associated with it. Keep in mind that with fudge dice, the porbability of rolling a 0 is ~25%, while rolling a 2 is ~10%, so a +2 from your "class" is quite the boost and lets you excel in related tasks where the rest of the group will struggle. Invoking a "aspect" of your character requires the use of a FATE point. You start with a handfull of these, and you aquire more by "compeling" your aspects. This confused me at first, but essentailly the GM offers you a bribe to play out one of your characters weaknesses. Take the situation above about getting information from the police. I could "compel" or "bribe" you with a FATE point so have it turn out your " Former SWAT sharpshooter" was kicked off the force when he missed and killed a hostage. Your character takes a hit and 'fails', but in a way that has added to the story and given you a tool to do something cool later on. I hope these examples help show why the system seems simple but powerful to me. As a GM I can write down a name and a couple of "aspects" about a npc and his 3 goons and have an encounter ready to go. Whereas in a more traditional system that information would just be background, and I'd still have to go through the monster building rules to stat them out. -Tim
I have no idea how the FATE system works, (other then what you have posted) but I'm willing to learn!&nbsp;
I'm interested. &nbsp;PM sent.
I'll help you build the system if you want. I'm in the process of publishing my own FATE RPG, and so I can do a pretty good basic workup. I'm also interested, but I'm in a Shadowrun game on Sundays. If that continues, I'll stick with my commitment. Otherwise, I'll come over here.
cameronthewriter on Skype if you wish to chat.
Oh, and FATE is awesome. I've never seen a better system. It's quick, simple, balanced, easy to understand, and as a reward for roleplaying your character well you get to be better at whatever your character does. A person can go from not knowing what FATE is to building a complete character in 15 minutes, and yet it allows for an ton of flexibility.