Saturday, September 7, 2013

The Lessons of Fate

We played Fate Accelerated today to fuel our modern day supernatural game. It was formerly powered by BRP, but we switched over as an experiment.

     All in all we liked it. I think it will take a while to get used to the rules-light nature of the system. For example, since our game is primarily role-play with lots of social combat and scary things, we struggled at times to figure out a way to model persuasion, flirtation, intimidation, fear, etc. I wonder if David L. was on to something when he suggested an Apocalypse World hack, since something like Monster Hearts is all about social compulsion and manipulation.

     Combat was easy-peasy to run. Very simple and very fast. Flawless.

     Compelling aspects was a lot of fun. Unexpectedly, it was interesting to see players throw a wrench in one another's scenes by way of compels. In the hands of a particularly cranky player, compels could be very frustrating. However, it would largely be self-policing as that character might put himself at a disadvantage when he runs out of fate points to power his own stunts.

     The biggest lesson I took away from today's session was that it's very important to take the time to create the setting and characters together. This process is outlined in Fate Core and I think it would add an awful lot to our gaming experience.

     At the end of the session it was decided that we will take a break from the chronicle to regroup and to give me time to figure out the setting creation rules. In the meantime we will play some AD&D 2e. I have the first session already prepped. I am very excited to play, although we did lose one player who cannot stand D&D in any form.

     Even if we do not ever pick up the "I want to live in Los Angeles - Not the one in Los Angeles" chronicle I will be satisfied. I had those characters in my head for a long time and it was nice to let them out, even if it was for only five sessions,


  1. MonsterHearts is perfect for supernatural teen romance angst soap opera. I loved that game, but I really need to have my mind in the right place...and I don't think it is something I would want to play for a long campaign. That said, a game like that is just something I am not into for long term gaming.

    1. I think that, in a way, we were feeling the same thing, too. Dramatic role-playing takes a lot of energy and if everyone isn't feeling it, then play suffers. I think I may have hit my limit after just five sessions and now I am jonesing to see goblins get their freaking heads lopped off.

  2. "I had those characters in my head for a long time and it was nice to let them out, even if it was for only five sessions."

    Sometimes that's all it takes.

    I gotta say, we're coming up on session twenty of my Deadlands campaign and I think we're all feeling a little antsy to get to the end of the campaign arc and move on to something else. This fall/winter should be full of one-shots and mini-campaigns as we wait to start Horror on the Orient Express next year, and I'm definitely looking forward to a five-session campaign or two as a palette cleanser!

    1. "Sometimes that's all it takes."

      Agreed. After a year off, it simply felt nice to get the band back together and roll dice. I'm looking forward to some 2e. It's been about 13 years since I last played it.