Amstaad general discussion (almost there!)
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CooLDoG Mafia Scum
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DeathNote Mafia Scum
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inspiratieloos Goon
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DeathNote Mafia Scum
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DeathNote Mafia Scum
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WAS UP!?!?!?!!??!
I know I took far longer then what I originally intended to finish the flavor, but it is done. Finished. Ready, set, lets do this....
Ok...
So...
What do I do lol?
I can't just reveal everything here!?!?!?! How should we go about starting this up again? I can lead flavor missions and post info of the city I guess. I have an introduction flavor post that every player receives so maybe I can post that somewhere first?Looking for love in Alderaan places.-
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inspiratieloos Goon
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Amstaad Watcher
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Mr. Flay Metatron
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jeep Cappo Bastone
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jeep Cappo Bastone
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Comments on general rules.
You might consider updating to the Fate core ladder. I was going to link it, but I guess it hasn't been freely published yet. It will be soon though. Backers of the project have had the preview copy for quite a while. They've made many awesome improvements.+8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
0 Mediocre
-1 Poor
-2 TerribleAdvice:Don't overdo the world creation. The only reason Amstaad isn't several years old is that I didn't have time to commit to running stuff. The city needs a basic structure, but after that, it should be able to live and adapt to what the mods and players add to the city through their descriptions. Actually, just read this in the Fate Core rules while looking something up for a comment below this:One word of advice, though—don’t try to invent too much [of the setting] up
front. As you’ll see over the course of the chapter, you’re going to be generating
a lot of ideas just through the process of game and character creation, so
the details will come in time.Advice:Add this quote to the rules:
You might edit it for the forums, though. Replace gamemasters with mods? etc.Both players and gamemasters also have a secondary job: make everyone
around you look awesome. Fate is best as a collaborative endeavor, with
everyone sharing ideas and looking for opportunities to make the events as
entertaining as possible.
Advice to modsRemember that absolutely anything in Fate can be treated as a character. If you have a concern or question about how to treat some object, create it as a character.
They do not refresh. Once used, they are gone until you find a way to gain more.
The players shouldn't be looking to gain more. The mods should be looking to use them to compel. I would also suggest that if you do any campaign type side forums, which I had hoped would become fairly common, you would start with some number of fate tokens and figure out the appropriate refresh rate. Eliminating the concept of refresh also makes it harder to balance some things. But I think it should all be doable. It might make stunts better if you are going to use them.
question[Why do aspects have levels?
Other stuff to add to descriptionsCharacters in a game of Fate should be proactive. They have a variety of
abilities that lend themselves to active problem solving, and they aren't
timid about using them. They don’t sit around waiting for the solution to a
crisis to come to them—they go out and apply their energies, taking risks
and overcoming obstacles to achieve their goals.Characters in a game of Fate are good at things. They aren’t bumbling fools
who routinely look ridiculous when they’re trying to get things done—
they’re highly skilled, talented, or trained individuals who are capable of
making visible change in the world they inhabit. They are the right people
for the job, and they get involved in a crisis because they have a good chance
of being able to resolve it for the better.
This doesn't mean they always succeed, or that their actions are without
unintended consequence. It just means that when they fail, it isn't because
they made dumb mistakes or weren't prepared for the risks.SuggestionHave a post at the top that lists some of the "big issues" in the city at the moment. ex.A dramatic increase in pickpocketsmight be on a region. The whole city might have something likeThe Suicide Cultbecause The Suicide Cult is trying to summon a Cthulu-like demon that will probably just destroy the entire city. This will put aspects on the entire city and give people something they can try to tackle. I suspect that this game will turn into warring factions of players at some point, but in the beginning, it will give players some guidance. It also gives the mods something to interact with the players with.
Add to character creationPlayer characters should be exceptional and interesting. They could very
easily find success in less exciting situations than those that come their
way in play. You must figure out why
your character is going to keep getting
involved in these more dangerous
things. If you don’t, the GM is under no
obligation to go out of her way to make
the game work for you—she’ll be too
busy with other players who made characters
that have a reason to participate.
In Fate Core, they've added the idea of aspects being "High Concepts" and "Troubles" They are mildly helpful for people who didn't really grok aspects and how to make them interesting. If you think about them that way, it forces you to create aspects that are a little more interesting.The golden rule of making aspects
in character creation:
you can always change it later.
If you’re struggling to make an
aspect, write out the idea in as
many words as you need to, in
order to get it down on paper
in the first place. If an aspect
pops up after you write it down,
great! If not, maybe someone
else at the table can help you
come up with an aspect. And
if you’re still stuck, leave it for
now—you’ll have plenty of time
during play to refine it.
And if you really need to, it’s
okay to leave some blank.
More later... Sorry for the wall of text.-
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inspiratieloos Goon
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I see no reason not to use that one. Is the basic 'no skill' for a roll still mediocre (0 as opposed to -1 in the old ladder) in that ladder?In post 159, jeep wrote:*ladder*
Not really my thing, but that's probably a good idea considering how much we have so far...Advice:*world creation*
That's a given, not sure if it should be added to the rules though.Advice:make everyone around you look awesome
I seem to recall it was a conscious choice to use FATE points continuously instead of per instance. I should probably clear the explanation up a bit though.They do not refresh. Once used, they are gone until you find a way to gain more.
The players shouldn't be looking to gain more. The mods should be looking to use them to compel. I would also suggest that if you do any campaign type side forums, which I had hoped would become fairly common, you would start with some number of fate tokens and figure out the appropriate refresh rate. Eliminating the concept of refresh also makes it harder to balance some things. But I think it should all be doable. It might make stunts better if you are going to use them.
Someone who spends half his life in the military might be a Great soldier, while someone who did a short stint might only be a Fair soldier.question[Why do aspects have levels?
No problem, it's appreciated, although no guarantees that we'll actually ever get this going.Other stuff to add to descriptionsCharacters in a game of Fate should be proactive. They have a variety of
abilities that lend themselves to active problem solving, and they aren't
timid about using them. They don’t sit around waiting for the solution to a
crisis to come to them—they go out and apply their energies, taking risks
and overcoming obstacles to achieve their goals.Characters in a game of Fate are good at things. They aren’t bumbling fools
who routinely look ridiculous when they’re trying to get things done—
they’re highly skilled, talented, or trained individuals who are capable of
making visible change in the world they inhabit. They are the right people
for the job, and they get involved in a crisis because they have a good chance
of being able to resolve it for the better.
This doesn't mean they always succeed, or that their actions are without
unintended consequence. It just means that when they fail, it isn't because
they made dumb mistakes or weren't prepared for the risks.SuggestionHave a post at the top that lists some of the "big issues" in the city at the moment. ex.A dramatic increase in pickpocketsmight be on a region. The whole city might have something likeThe Suicide Cultbecause The Suicide Cult is trying to summon a Cthulu-like demon that will probably just destroy the entire city. This will put aspects on the entire city and give people something they can try to tackle. I suspect that this game will turn into warring factions of players at some point, but in the beginning, it will give players some guidance. It also gives the mods something to interact with the players with.
It's probably better to make a separate player/mod-guide since there's quite a lot here that's not really rules.Add to character creation
More later... Sorry for the wall of text.-
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inspiratieloos Goon
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I see no reason not to use that one. Is the basic 'no skill' for a roll still mediocre (0 as opposed to -1 in the old ladder) in that ladder?In post 159, jeep wrote:*ladder*
Not really my thing, but that's probably a good idea considering how much we have so far...Advice:*world creation*
That's a given, not sure if it should be added to the rules though.Advice:make everyone around you look awesome
I seem to recall it was a conscious choice to use FATE points continuously instead of per instance. I should probably clear the explanation up a bit though.They do not refresh. Once used, they are gone until you find a way to gain more.
The players shouldn't be looking to gain more. The mods should be looking to use them to compel. I would also suggest that if you do any campaign type side forums, which I had hoped would become fairly common, you would start with some number of fate tokens and figure out the appropriate refresh rate. Eliminating the concept of refresh also makes it harder to balance some things. But I think it should all be doable. It might make stunts better if you are going to use them.
Someone who spends half his life in the military might be a Great soldier, while someone who did a short stint might only be a Fair soldier.question[Why do aspects have levels?
It's probably better to make a separate player/mod-guide since there's quite a lot here that's not really rules.Add to character creation
No problem, it's appreciated, although no guarantees that we'll actually ever get this going.More later... Sorry for the wall of text.-
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jeep Cappo Bastone
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inspiratieloos Goon
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jeep Cappo Bastone
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inspiratieloos Goon
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Mechanically you could invoke it multiple times in a short time, flavour wise it would allow you to get away with more things along the lines of just happening to know the correct answer/information or a compulsion because of an Aspect will be harder to ignore.
FATE rulebook wrote:Players pick one or more aspects to represent important elements of the character that can tie into the events
of the phase.
Aspects are used to describe any element of the character. Aspects include things like attributes (Strong,
Weak, Agile, Charismatic, Tough, Fast, Slow), descriptors (Dutiful Charming, Alert, Dramatic), careers
(Knight, Mercenary, Musketeer, Cutthroat) or even ties to the setting (Merry Man of Sherwood, Initiate of
the Blue Wind, Fiodario Fencing Academy). Aspects may be good, bad or both but they should always reflect
some important element of the character.
When an aspect is chosen the character gains one level of that aspect, noted as follows:
!
Knight (Fair)
An aspect may be chosen again on a subsequent phase, in which case it goes up a level and is noted as:
!!
Knight (Good)
And then
!!!
Knight (Great)
The GM sets the maximum number of levels that can be chosen in a given aspect, but a good rule of thumb
is a third to a half of the total number of phases.-
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jeep Cappo Bastone
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Mr. Flay Metatron
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I don't either. Spirit of the Century talks about how to make your Aspects "better", but it's talking about the description/title, not a leveling process.
:edit:Here are a few "good—better—best" examples:
Bland: Swordsman.
Tasty: Trained Fencer.
Bam!: Trained by Montcharles.
Bland: Strong.
Tasty: Strong as Ten Men.
Bam!: Strong-Man in the Circus of Crime.
Bland: Dark Past.
Tasty: Reformed Evil Cultist.
Bam!: The Ebon Shroud Cult Wants Me Dead.Retired as of October 2014.-
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The Fonz Jack of All Trades
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Not great, although it gives at least a series of in-character does and don't, so it's not terrible. 'Good soldier' says to me heads-down, uncomplaining conformist, decent memory, little individual initiative.In post 162, jeep wrote:"Good Soldier" and "Great Soldier" aren't really great aspects anyway... Aspects are things that really define the character. Being a "good soldier" is probably not enough to warrant an aspect. "The Military is my life" is better. (The capitalization of Military makes it cooler too...-
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AniX NoneUCalledNone
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Here's my position: If your aspect could be applied to any other character perfectly, you are doing it wrong.
Ask: How many others sharing your aspect would there be in the world? If the answer is more than handful (unless to point of the aspect is by nature a group aspect[a secret club, a specific gang), your aspect is bad and you should feel bad. The SotC aspect chart Flay posted is good to reference, but go even further.Official Gimmick List:
INVENTOR OF UPICK!LORD OF THE 11TH HOUR!ASEXUAL!KING SCAR APOLOGIST!DREAMER OF THE NE0N DREAM (SUPP 2021 LAST PLACE WINNER)!
I have donned theRED CROWN-
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jeep Cappo Bastone
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Majiffy Go with the Flow
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So how's this coming along?Only playing in games at personal moderator and/or 50%+ playerlist request.
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DeathNote Mafia Scum
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Majiffy Go with the Flow
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I, too, know the feels of disappoint.Only playing in games at personal moderator and/or 50%+ playerlist request.
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Anatole Kuragin Mafia Scum
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