Listen, I love D&D. Medieval fantasy is my main jam and no matter what other games I play, there is a spot in my heart that will always be kept for that game and that genre. But for the good of D&D, I want you to stop playing D&D.
Now, let me explain: I’ve been playing D&D since I was 12, using a battered Red Box with no polyhedral dice and less understanding of the rules. I started DMing right away, and have remained in that position for the majority of the time that I have been in this hobby. I played out of the Basic Rules Cyclopedia, I played out of Gygax’s AD&D books, I played out of the 2nd Edition books, and eventually was dragged kicking and screaming into 3.0 and 3.5, where I spent the next decade. I didn’t get to play (but read) the 4E books, and have been off and on playing 5E since the day that it came out. I have played Pathfinder and 13th Age and I like a lot of what they bring to the table, but let’s face it, they are still D&D. I would guess that something like 90% of the hours I have actually spent playing tabletop RPGs have been in D&D. But I am not playing it right now. And I am doing that, partially, so I can get better at D&D. A little over a year ago, I challenged my home group to take a one year break from D&D. It was mainly because I had continued to become more and more aware of all of these other games; a buddy of mine ran a FATE Core game for about a year, which we made into an actual play you can find here. I backed the second edition of APOCALYPSE WORLD because I had been hearing about it and devoured it. It read like a profane graduate thesis in rethinking how you run any game! So at this stage I started to devour and take a chance to play any game I hadn’t played before, from Mouse Guard to Call of Cthulhu to Night’s Black Agents. I learned a tonne of stuff and eventually ended up running a Star Trek Adventures game on Roll20, a Numenera game with my regular group, and playing an amazing Savage Rifts group. This all led me to write this challenge. You need to stop playing D&D. Play and read all the other games you can. Come back to D&D after a bit. It’ll change your life. That being said, I know most of you won’t take that advice, so being the good sport that I am, I have a few things that I have learned based on the games that I have been reading and playing. 1) FATE Core - Zones I have started to use zones when I am running more tactical games that typically can either require or heavily suggest a grid map. Now, I am no opponent to grid maps, but there is no replacing theatre of the mind for ensuring that you are really envisioning the most badass things your character can do. So, in FATE as opposed to things like D&D you don’t use grids or hexes, you have zones. With zones, you break up an encounter into sections of the space in which people are acting. Let’s use a bar fight for example, you would take out some Post-It notes or index cards and on one, you would write, “Common Room,” on the next, “Behind the Bar,” and on the next, “The Back.” We decide where our players are given those cards and then we can even place markers representing them on those cards. Each zone card represents an area of the bar that PCs can be in, or move into our out of. Now, players can do pretty much anything, make their attacks, move around, etc., within a single zone. The amount of feet moved doesn’t need to be tracked, but passing outside of a zone means you used your full movement to get there, assuming it is feasible to move between the zones. If the door to the “Back Room” is locked, you may have to be more creative to move from the “Common Room” to the “Back Room.” This helps decide if folks get hit by an area of effect, decides what enemies are where and seeing which PCs, but beyond that it takes all of the grid-tracking usually required. Of course, if the fight takes them into zones that you haven’t put down at the beginning, simply add them. They head out the back door? Now give a quick description of it and add a card that says “The Alley.” Goes the other way? “The Street.” See? I find this stuff a little less effective in large scale or longer distance battles, but it is really effective at managing indoors, and small, dirty, battles with lots of terrain types or changes. 2) Numenera - Less DM Dice Rolling In Numenera, the Game Master doesn’t touch dice. If a player wants to say, make an attack, they roll against the rank of the thing they are attacking, and if that thing wants to attack them back, the player rolls to defend. It is a simple and elegant system, and no one at the table is unsure if the GM is taking it easy or going hard on the group. Everything is all out in the open. Now, I am personally (but your fun isn’t wrong, it’s just me) against fudging rolls from behind a DM Screen. If I know or suspect that my DM is doing that, I automatically have about 25% less fun according to my calculations. The main reason? I want to know that the spectacular thing I accomplish was accomplished by me, not because the DM took pity. So now, when I DM for D&D, I try to make most if of my rolls out in the open, for everyone to see. It adds tension to the table, people are staring at the dice as it tumbles across the table, wondering if the big bad is going to smash down their character, and I think it is the ultimate in fairness. 3) Apocalypse World - Threat Clock I haven’t personally used this one yet, but I am aching for an opportunity to try it. In Apocalypse World the basic use of the clock is to provide a visual of rising threats in the fiction of the world that you are playing in. There are several things that can raise the threat level and if it hits say, “midnight” then something happens. Something like this is used in the D&D 5E adventure Out of the Abyss wherein *SPOILERS* a crew of drow hunters are pursuing your party, and if you do certain things, like leave a trail, wait too long in one place, or if the dice gods hate you, they can get closer and just spring on you wherever in the story you are, regardless of whether you are ready for them. I think that is a very effective tactic in making situations in your world somewhat unpredictable and tense. In D&D I would adapt the Threat Clock to be specific to whatever you are facing. Let’s say for example the threat that is designated in your world is that the cultists are trying to raise a forgotten dark god to destroy the world. Every time that your players do something that hinders that, move the hand on the clock back, and every time they do something that either takes too much time or fails to hinder, or even helps them, the clock moves forward. If it hits midnight, something terrible happens. At lower levels it could be that the cultists find out that the players are after them and start to dispatch assassins. Mid-level, maybe they can summon a couple of demons to hunt the players or even that they suddenly change their plans to befuddle the players’ plans. High Level? Announce that if the clock hits midnight one to three (depending on how often it is happening for your group) times, the dark god will be raised. Each time it does, something bad happens, until the end of all things is upon the world. 4) 13th Age - One Unique Thing OK, this may be cheating a bit, as I stand by my assertion that 13th Age is still technically D&D. That being said, it’s fantastic designers (Rob Heinsoo and Jonathan Tweet, the lead designers of D&D 3rd and 4th Editions) have done a few things that are elegantly simple and add a bunch to gameplay. The one that I keep coming back to us your One Unique Thing. The One Unique Thing is something about your character that is completely different from everyone else. It provides no mechanical benefit but should be something that helps to define your character and at its best, provides a springboard for stories involving that aspect of your character. For example, if your One Unique Thing is that you are “The last in a long line of warriors sworn to protect a dying religion” that sparks a lot of questions that can be answered in gameplay. Why are you the last? Why is the religion dying? What is the religion? And so on. At best, these things are not fully defined previous to gameplay but are discovered organically during gameplay. 5) Night’s Black Agents - GUMSHOE Style Investigations In Night’s Black Agents you play disavowed spies uncovering a supernatural conspiracy, it is a game about investigations. And you know what is super not fun about most D&D investigations? Binary pass/fail rolls. Let’s face it, rolling a d20 an then adding a bonus or two, especially at low levels, mean that skills are very swingy, giving a relatively high percentage that “expert” characters routinely fail to notice things or find clues, or see something out of the corner of their eye, etc. They either do or they don’t. The GUMSHOE rules system was designed to address that problem, by just making any clue that was imperative to move the plot along, automatic. And the more I thought about it the more that I realized that that is exactly how it should be. How fun is it to have your plot grind to a halt because of one bad roll? Zero! It is zero fun. In GUMSHOE, the primary clue is automatic, but you can spend skill points to get additional detail or additional clues that help. This can be easily adapted into D&D by allowing the roll, but no matter what that roll is, they get the main clue, the rest is to see extra detail or additional clues that may provide more context or speed up the investigation. And yes, that means that if you are playing that a Nat 1 is a critical fumble of some type on skill rolls, they need to be able to both fumble and get the clue. OK, so you probably don’t have to stop playing D&D to learn these things. I am just going to suggest that you read and play as many other games as possible, even just to try them and learn from them, because let me tell you, the designers of D&D do, they always have, and it make them better. And a version of 6th Edition’s best and most innovative mechanic is already out there being used somewhere, and it’s awesome. Quinn C. Moerike is the CEO and Managing Partner of High Level Games, and is continuously working on a million projects. Right now, he is working with a team here at High Level Games to develop a new setting featuring anthropomorphic heroes for Savage Worlds called Archons of Nikud. He is also the resident grognard here and deeply appreciates his childhood tactical play of moving ten feet and then checking for traps. Picture Reference: https://www.amazon.com/Numenera-Corebook-Monte-Cook/dp/1939979005 My earliest RPG experiences were with Dungeons & Dragons 3.5, 4e, and Pathfinder. These are (each in their own right) wonderful games, full of arcane character options and high-powered tactical abilities that make it fun to build characters and fight monsters. However, while I have nothing against them personally, these are games I would have little to no interest in ever playing again and certainly never GMing again. This is in part because playing only those games gave me a narrow perception of what tabletop RPGs can be. Even D&D 5th edition, while more streamlined, is still far from my ideal game. I don’t mean to incite anyone to anger, again I have nothing against it personally, but for anyone with any interest in this artistic medium, it’s important to recognize that there are other kinds of games with other kinds of assumptions. With that knowledge, one can best leverage the strengths of a given system, or find the system best suited to a given game or to their preferred style, or bring aspects from one system to another. With that in mind, here are four games that changed how I think about tabletop RPGs. 1) Tenra Bansho Zero This is a Japanese tabletop roleplaying game, one of the few that has been translated into English, and one of the first non-d20 games I ever read, although unfortunately I still have not played it. I would like to play it one day, but even if I never do, even just reading it opened up my mind to new ways to think about tabletop RPG mechanics. The setting is a science-fantasy alternate universe based heavily on Japanese culture, history, and mythology. It explores subjects such as the introduction of Buddhism into Japanese culture and its relationship with Shintoism, the conflict between the indigenous peoples of Japan and the ethnic Japanese, and the psychological impact of transhumanism through body horror. The biggest hook of the system, to me, was the karma mechanic. During character creation, you may accrue karma points to give your character stat boosts or special abilities, and karma can also be spent in-game to succeed when you would otherwise fail or do things that would normally be impossible, a sort of cinematic “anime-mode.” However, if you accrue enough karma, you become an asura, a demon, and your character is taken away from you to become an antagonistic NPC. Characters have a series of personal goals, and accruing these goals allows you to accrue points which can be converted to karma, but also resolving these goals allows you to relieve karma. While the mechanics in games like D&D 5e tend to focus on combat, the idea of using game mechanics to reflect a narrative or philosophical construct radically changed how I thought about what tabletop RPGs can be. 2) Narrative / Story Games (E.g. Apocalypse World, Dungeon World, FATE) Narrative or story games are generally defined as systems that are simple, flexible, and intended to facilitate a particular kind of narrative. There are some contentions around the usage and definitions of these terms, but for the purpose of this article I think this is a useful way of thinking of these games. FATE uses a simple and customizable skill pyramid as the skeleton of all of its mechanics. Characters can effectively do anything it would make sense for them to be able to do from a narrative perspective by rolling a relevant skill. They may spending FATE points on aspects, short descriptors that interact with the environment or narrative, to give themselves benefits to their rolls. Apocalypse World, Dungeon World, and other Powered by the Apocalypse (PbtA) games are constructed for a very specific setting or genre. Actions are engaged with moves, meant to facilitate character interaction or interaction with the narrative. These actions are resolved with given degrees of success and failure on the roll that always keep the game moving forward. Both can be easily modified and are designed to be modified, but I like FATE Core for one-shots since it’s so simple and has a cinematic, fail-forward approach to gaming. I’m still wrapping my head around PbtA games, sometimes I feel like the mechanics in those games just get in the way of me doing what I would be doing anyway, but for someone with no experience with this style of play, these games can serve as good instructions for how to tell compelling narratives in a tabletop RPG. 3) Cypher System (Particularly Numenera) Cypher system, initially created for the game Numenera, was designed by Monte Cook, one of the lead designers of D&D 3rd edition. He is a somewhat controversial figure in tabletop, but regardless of what you think of him as a person or businessperson, he is undoubtedly one of the most influential figures in tabletop. Cypher is hands-down my favorite system, and while it seems to have carved a niche for itself, I think it’s a shame that it’s not more popular. Monte has stated that he designed the system as a way to correct for some of what he perceives as mistakes he made with D&D 3rd edition, and it feels as a result like a blend of the aforementioned narrativist games and traditional D&D, with some unique mechanics I have not seen anywhere else. It is super easy to run as a GM, with most obstacles or enemies being reducible to a single number. It also finds a strong balance between a wide variety of relatively deep character options that make character building fun, but does not pigeon-hole you into specific builds or become so deep or complex as to stifle storytelling. Many people seem to struggle with its three stat-pool system, which acts effectively as HP and ability points which can be spent to lower the difficulty of tasks as resolved by a d20 roll, but I think if you can wrap your head around it, it’s one of the most distinct and flexible mechanics of any RPG (although that may require a post unto itself). The Numenera setting is also excellent. The book is packed full of beautiful art, the system is embedded within the game so the Cypher core book is not required, and the setting itself is flexible and open to interpretation. It’s a post-post-apocalyptic, far-future science fantasy setting, one where ancient and advanced technologies indistinguishable from magic are utilized by a medieval world that has sprung up in this glorious refuse. Besides being a perfectly weird setting in itself, it also explains how to build a weird world and tell stories within such a setting in a way that really changed how I thought about worldbuilding. Despite having read so many science fantasy novels, I don’t think I really understood what makes weird worlds work until reading Numenera. 4) OSR (e.g. Lamentations of the Flame Princess, Dungeon Crawl Classics, Sharp Swords & Sinister Spells) OSR, or old school renaissance (some people prefer to say revival), refers to retro-clones of old school (pre-3rd edition) D&D or games derived from those systems. OSR is defined by a complex and highly debated set of properties and sensibilities, but is usually associated with player skill over character skill, intentional lack of game balance, high challenge, low heroics, high mortality, randomization, and GM “rulings” over rules. While once narrow in scope, this term has more recently been associated with games that share these sensibilities but are not strictly tied to old school D&D. Popular examples of OSR games include the weird 17th century-esque Lamentations of the Flame Princess, the slightly more mechanically deep Dungeon Crawl Classics, and more recent games like Into the Odd, Maze Rats, and Sharp Swords & Sinister Spells, which are novel systems in their own right. Honestly, OSR is not my preferred style of play, but it is certainly an interesting way to think about tabletop gaming. It is distinct from the crunchier, more tactical games like D&D 3.X, Pathfinder, and D&D 5e, and also from the narrative games. It is worthwhile to understand the history of the medium, and also to explore this new branch of an old style of game, and if nothing else, it has attracted a scene of writers and artists doing really weird, avant garde, novel worldbuilding and game designing. Quite frankly I think it’s the most interesting work in tabletop gaming at the moment. This is by no means a comprehensive list of every game you should play (or read), but these are a handful of games or game-types that have informed how I think about tabletop RPGs. I know I spend a lot of time in my articles talking about worldbuilding, and I consider myself a worldbuilder first and foremost, but game mechanics can inform a setting. Two games set in Forgotten Realms or some other traditional fantasy setting can feel completely different depending on whether you’re playing the heroic, tactical D&D 5e, or playing the deadly OSR games which encourage roguish behavior. A karma system like Tenra Bansho Zero allows you to explore philosophical conceits within the game itself. Narrative games allow you to tell a collaborative genre story without the game mechanics getting in the way of the story. Systems like Cypher may give you the best of all worlds, and a setting book like Numenera may make you a better worldbuilder and GM. No need to trash your D&D 5e or Pathfinder books, but if you’ve ever thought, “I wonder what else I can do?”, give some of these games a look! Max Cantor is a graduate student and data analyst, whose love of all things science fiction, fantasy, and weird has inspired him to build worlds. He writes a blog called Weird & Wonderful Worlds and hopes people will use or be inspired by his ideas! Picture Reference: https://cdn.pixabay.com/photo/2016/07/07/16/46/roll-the-dice-1502706_1280.jpg ![]() I have a new appreciation for games that are “Powered by the Apocalypse.” This badass moniker describes games are based on the rules used in D. Vincent Baker’s award winning Apocalypse World roleplaying game (now in its 2nd edition!). The first edition (published in 2010) became the framework for about a million spin-off games that recognized the genius of the system and applied it to different genres. Dungeon World by Sage LaTorra and Adam Koebel is one of these spin-offs, using the Apocalypse World rules to power a fantasy setting. This article is about some brilliant nuggets I found in the Dungeon World rules. I have never played Dungeon World, and although it’s hard to admit it, I haven’t played Apocalypse World either. I have a keen interest in apocalyptic-y themed fun and award-winning roleplaying games, but it wasn’t until someone posted about how the Dungeon World SRD helped them run a Fate Core game that I finally took time out of my schedule to investigate. It was worth every second. Here are a few mechanics that I borrowed from Dungeon World for use in a Fate-based game I ran recently. These mechanics have whet my appetite for more games Powered by the Apocalypse, as well as generally improving my gamemastering. I’m sure there are more gems to be found, but hopefully this is enough to get you interested in investigating Dungeon World and other Apocalypse games for yourself! 1) Agenda, Principles The first thing that drew me to investigate the game system was the simple gamemastering guidelines. A fellow Fate fanatic had posted that the Dungeon World Gamemastering section was great, and pointed out a few ways it was helpful to him. Dungeon World begins by laying out the gamemaster’s job in three bullet points: 1) portray a fantastic world, 2) fill the characters’ lives with adventure, and 3) play to find out what happens. Mic drop. Just kidding. They go on to hammer home exactly what is NOT the gamemaster’s job, including beating the players and testing their ability to solve problems. Especially hard to hear was that it is not my job to let the characters explore my finely-crafted setting. Once I choked that part down, though, I could see the wisdom. These three points are the reason that people play fantasy roleplaying games. Other agendas tend to just get in the way. There is then a list of Principles that the gamemaster should follow. I won’t list them here, though I will be drawing on a few of them in my other points. Suffice to say that LaTorra and Koebel simply take all the things that make a good gamemaster good and turn them into rules for the game. I took these to heart, and they changed my game for the better. Seriously, why didn’t anyone think of this before? 2) Focus On The Story Many games claim to be ‘story-based’ or ‘story-driven,’ and they all deliver to some extent. ‘Begin and end with the fiction’ is a gamemaster principle in Dungeon World, and the system backs the gamemaster up with the rules. What is unique about the Dungeon World rules is that they kick in only when something in the story triggers the rule. Conversely, the rules themselves generally feed back into the narrative, which mean that every interaction with the rules actually “begins and end with the fiction.” Rather than using rules to simulate the reality where a story occurs, Dungeon World ignores the simulation and instead uses rules to drive the story forward. This subtle shift in emphasis helped my players and I to focus on the fiction rather than the simulation, which ironically tended to make the game feel more real. We spent less time on using mechanics to explain situations and more time actually roleplaying. Win! We also avoided some of the sillier fantasy roleplaying conversations like “can I roll to persuade this character?” If you focus on the story, the answer is obvious: only if you make a convincing argument or have some leverage on them. So no. Or yes. Whatever makes sense in that situation! 3) Fronts Fronts helped me to plan the session and plant seeds for the future. One of LaTorra and Koebel’s gamemaster principles is to ‘draw maps and leave blanks.’ As anyone knows who has run a game, the best-laid plans rarely survive an encounter with the player characters. The answer? Plan less, but give your plans real teeth. Base your opposition on the player characters; what is important to them? Then advance the opposition step by step to the point that if the characters ignore it, the opposition will either suddenly or gradually destroy the things the characters love. That means that even if they spend a full session messing around in tavern in some backwater town, the plot will move forward and drag the players with it. Again, I’ve seen similar optional mechanics in other games (Aspect Events in Fate Core, for example), but LaTorra and Koeble roll it into the rules of the game, forcing you to have more fun. 4) Gamemaster Moves The heart of Dungeon World, and I assume all Apocalypse World derivatives, is the ‘Move.’ A Move is a rule that applies in a particular game-world context. For example, the “Discern Realities” Move happens when a character closely studies a person or a situation. Beginning with the fiction, the rule tells you what to do. Usually there’s a dice roll which defines what happens, and you explain the result in the fiction. To reiterate: the difference between this and other systems is subtle, but important. The context for making a Move is defined so that rules don’t have to be applied where they don’t belong. The best part, however, is the gamemaster’s Moves. They are a bit different. The gamemaster makes a Move in one of three situations: 1) when everyone looks to you to find out what happens, 2) when the players give you a golden opportunity, or 3) when someone fails a roll. At that point, the gamemaster chooses a Move that makes sense. There are only a dozen, but each one helps to create a compelling narrative. It means that whether a character succeeds or fails, something interesting is going to happen. This gem shines in that the story never deflates, even in the case of a failed action. It is always driven forward. 5) Reward The Desired Behaviour The final and most powerful mechanic is the Advancement mechanic. I had to tweak it quite a bit to make it work with Fate, but I could see the value in it, and the work paid off. Dungeon World awards experience points for advancement, much like Dungeons and Dragons, but the context is different. Instead of gaining experience by fighting monsters, you gain experience by failing a roll or by successfully achieving the goals of the game. What goals? Look back at the gamemaster’s agenda, and see if these question match up at all: 1) Did we learn something new and important about the world? 2) Did we overcome a notable monster or enemy? 3) Did we loot a memorable treasure? These three questions define the purpose of the game: to explore, kill monsters, and get treasure. The great thing is that the questions can change depending on the purpose of the game. Maybe you want a game that makes political power plays and rewards intrigue. Maybe you play a game where your characters protect the innocent from supernatural evils. Whatever the point is, it can be made into one of these questions. For the fairy-tale adventure game I ran recently, I used the following questions: 1) Did we learn something new and important about the world? 2) Did we overcome a memorable challenge? 3) Did we do good in the world? In addition to this, Dungeon World also awards experience points for portraying your character accurately. Players do this by, in character, resolving bonds and fulfilling their alignment. To convert this to Fate was super simple, because character aspects define characters in a similar way. Regardless, it was incredibly refreshing to see a roleplaying game that deliberately rewards players for playing their character! Apocalypse World changed roleplaying games by building rules around what actually happens at the game table. It can be adapted for any setting, if Dungeon World is any indication. The rules continually refer back to the fiction, keep the game moving forward, teach gamemasters and alike players to play well, and rewards them when they do. Are you going to try it out? Landrew is a full-time educator, part-time art enthusiast. He applies his background in literature and fine arts to his favourite hobby (roleplaying games) because the market for a background in the Fine Arts is very limited. He writes this blog on company time under a pseudonym. Long live the Corporation! Picture Reference: https://adventurerules.blog/2017/11/15/what-i-would-change-for-dungeon-world-second-edition/ ![]() As a Fate enthusiast, I confess: when I heard that Evil Hat was going to publish a Fate Adversary Toolkit in August of this year, I was more than a little excited. It’s not often my five year old son asks me to stop bouncing off the walls. I got my hot little digital copy as soon as I could scrape together the $8 and beg Evil Hat to take my money. Now, though, it’s November; the honeymoon feeling has worn off, and I have to admit that I was disappointed about the purchase. I don’t regret it and I would buy it again in a heartbeat, as you’ll see toward the end of this article. Before you rush off to get your own copy though, here are some words and warnings for the wise spender of eight dollars. 1) Purchasing Problems Now, to be clear, these problems have already been remedied. For the eager gate-crashing purchaser, there was more than one obstacle to overcome, however. First of all, the site’s advertisements were not properly linked to the purchasing page, and there was no “add to cart” option available. That, and Evil Hat has discontinued its international shipping, which is annoying to those of us who do not live in the good old US of A. As a Canadian, I had the option to order from a store in Vancouver. I do not live in Vancouver. In fact, it is more than 1000 kilometers away. The good news? The store offers shipping! The bad news? At the time of release, the store did not have any copies available for purchase. I had checked into it again recently, and all of these complaints have been addressed. I am presently waiting/expecting to receive a hard copy for Christmas. At the time of the roll-out, however, the delay was insufferable because I wanted it right then!! 2) Short On Right-Sizing My greatest criticism of the book is that it fails to deliver on the implied promise of providing enemies that will appropriately challenge groups of different sizes and skill sets. The Fate Core rulebook has guidelines for creating opponents that will match or challenge the skills of individual characters and small groups, so that’s well and good. If you follow the core rules about creating advantages and sharing invocations, however, you can run into some fairly silly situations. I recently played with a group that faced off against a much more powerful foe and, by working together, the group took this big baddie out in one shot (+21 on the Fate ladder is an... “Unpossible”??). What should a GM do to create more challenging opponents for a large group of (four or more) players? How does a single character with a full complement of stunts match up with 20 mooks? Maybe I’ve been spoiled with Dungeons and Dragons challenge ratings, but even a couple of specific strategies to create a challenging encounter for larger groups would have been welcome. 3) NOT A Monster Manual The Adversary Toolkit features 10 nice little mini-adventures that span a wide range of genres, from Regency Romance to Post-Apocalyptic mutants. Each mini-adventure has opponents and sample NPCs embedded within. What it does not have is a list of stats for various monsters, neither mooks nor main NPCs. If that’s what you want, you’re better off looking for fan-made resources, like the Fate Fantasy Creatures site by Inkwell Ideas. This is the second implied promise broken. Granted, given the range of possible genres in Fate, it is impossible to make a comprehensive list of creatures and characters for every genre. It would have been nice, though, to have a list of opponents that goes beyond singular adventures, something for the GM to grab when he’s short on planning time. The one mitigating factor of this problem is that the opponents provided in the mini-adventures could be re-skinned for use in other genres if needed. There are even suggestions for re-skinning included. Nevertheless, that requires more hunting and editing than I was hoping for. 4) Threats & Hitters Now, without unsaying the above criticisms, the book is not a total loss. Hidden in the disappointment, there are a few bright lights. The book suggests the Threat and Hitter character designs, for example. When grouped together or tied to a Main NPC, these supporting characters can flesh out a combat that otherwise might become straightforward or routine. Threats are supporting characters that are meant to be big and scary; they get in the characters’ faces and soak up a lot of damage, while dealing just enough that they can’t be ignored. Think of the big bruiser henchman in a Bond flick: Jaws shows up and gives the main villain just enough time to escape. Hitters are less scary, but more dangerous: a sniper that’s far away, or a ninja master that’s hard to hit but can take players down one at a time. Hitters represent threats to the group that must be dealt with quickly once they’re discovered. Both of these character types add depth and flavour to a combat scene. Perhaps they can be used to challenge a group that has mastered the classic Fate collaborative takedown. 5) Obstacles, Constraints & Environments Obstacles, constraints, and environments are ways to use the Fate Fractal creatively in order to make memorable sessions and scenes. From a mechanical perspective, these three "adversaries” are not easily distinguishable from each other. They are more like variations on a common theme, non-character things designed to get in the way of, and/or do harm to, the PCs. They are details with teeth. Again, by using these guidelines, it might be possible for a GM to split a group’s resources enough so as to create challenging combat scenes that can resist the “dog pile” effect of combining free invocations. The Fate Adversary Toolkit adds another layer to the complexity of Fate Core, which is both a strength and a weakness. Fate’s strength is that the rules remain flexible but robust enough to improvise nearly any situation. Fate Core rides the edge of this balancing act. The rules are simple enough to allow for flexible gameplay, but this works best if a substantial amount of background preparation has already been done. The gamemaster needs to have prepared at least some NPCs and possible scenes in advance for the game to go smoothly. The Adversary Toolkit adds things you can do during background preparation. What it does NOT do is make the preparation work any easier. Landrew is a full-time educator, part-time art enthusiast. He applies his background in literature and fine arts to his favourite hobby (role-playing games) because the market for a background in the Fine Arts is very limited. He writes this blog on company time under a pseudonym. Long live the Corporation! Image Source: Evil Hat Games ![]() This is the final entry for a series of articles where I share some of the detailed characters, places, and things created during a recent campaign. The campaign used Evil Hat’s Fate system, and took place in Edward Turner’s “The Aether Sea” world. We decided as a group to use Fate Core rather than Fate Accelerated Edition, so the things presented here will work better with Fate Core. For easy playing, “The Aether Sea” has an adventure included, complete with detailed characters and backstory. Following that, it sketches out some possible adventures, but it really only gives you the bones; it’s up to the group to make the suggestions into full adventures. Here is the ‘meat’ that our group put on the bones suggested by Ed Turner. The game items presented here were spun out of an adventure prompt at the end of the Aether Sea book, which I will quote later. First, I’ll describe the setting of the adventure, then give a description of how the prompt might play out. The descriptions and characters are our group’s take on the adventures suggested in the book. That being said, Fate lends itself very easily to creating your own characters and details. Take what I write here and play them as full-on adventures, or simply take some inspiration from them and build your own adventures from the suggestions! In this article, I’ll continue adding some detail to the “Julian’s Bluff” adventure that I began sharing in my previous article. 1) The Rebel Forces The rebels are classic freedom fighters, with a twist. There are two powerful families on Julian’s Bluff: the Graves, and the Millers. The Millers are more powerful, but corrupt. In order to defeat the Hegemony, though, the two families had to join forces. In a canny power move, the Miller family managed to put one of their own in charge of the rebel army. General Sigmund Miller One of the big baddies. Lieutenant Precious Graves is a good-natured thorn in his side in place because of political pressures, but the General can talk circles around him. The General reprimands a disobedient soldier while Graves is around, then welcomes & reassigns him when Graves leaves. High Concept: Cruel Commander of Rebel Forces Trouble: Sociopath Aspects: Only the strong are fit to rule I know what I'm doing Undying devotion to my planet +7 Fight, +6 Resources, Notice, +5 Provoke, Physique, Rapport +4 Will, Shoot, Deceive Contacts 4 Physical Stress, 4 Mental Stress, Consequence slots as normal Stunts: Tactician: +2 to create advantages using Fight when directing loyal soldiers I know people: Use Notice in place of Empathy to determine if someone is lying Henchmen: can call on 2 additional Good NPCs once per scene. Lieutenant Precious Graves Lieutenant Graves came from the next county over as a military specialist in a gesture of friendly alliance. He is in command of much of General Miller's forces in the field. Has been referring bad soldiers to Miller; Miller reassigns them to a corps loyal to himself. High Concept: Athlete-Turned-Soldier Trouble: Easy Mark Aspects: Can't wait to be with Annabel again Serendipity Competitive Athlete +5 Athletics, +4 Shoot +3 Fight, +2 Rapport, +1 Physique 3 Physical Stress, 2 Mental Stress, 1 Mild and 1 Moderate Consequence Slot Stunts: Honest Abe: Use Rapport to inflict mental stress on people trying to harm him. 2) Julian’s Keep: The Royal Hegemony Presence The rebels outnumber the Hegemony five to one, but the Hegemony presence has better weapons. Nevertheless, the Hegemony has been pushed back to just one area, protected by a fortification known as Julian’s Keep. The rebels currently have Julian’s keep under siege. The Hegemony has long since stopped funding this war, however. The only thing keeping them there is General Tanner and his genuine concern for the population of Julian’s Bluff. General Arcturus Tanner Tanner is intended as an main opponent to the player characters, but should definitely be a sympathetic villain. He refuses to leave because he knows that General Miller will seize control and the population will suffer. High Concept: Beloved leader of Hegemony forces Trouble: Fighting in the Alamo Aspects: Death before dishonour Sigmund Miller must be stopped! Rich sense of tradition +7 Rapport, +6 Fight, Notice, +5 Resources, Physique, Lore +4 Will, Shoot, Deceive, Contacts 4 Physical Stress, 4 Mental Stress, Consequence slots as normal Stunts: Honest Abe: Use Rapport to inflict mental stress on people trying to harm him in social situations. Rally the Troops: +2 to create advantages using Rapport when directing loyal soldiers Loyal Troops: can call on 2 additional Good NPCs once per scene. Lieutenant Harvest Lieutenant Harvest is the department head of the Royal Alchemical Society on Julian’s Bluff, whom, if you remember, the player characters were meant to deliver their cargo to in the first place. These materials are used to power and maintain the Titan Spiritual Anthroform, a weapon vital to the war effort at this juncture. High Concept: Science! Trouble: Squirrel! Aspects: Former Reporter Dogged Co-Workers tolerate my genius +5 Investigate, +4 Lore, +3 Shoot, +2 Crafts, +1 Will 2 Physical Stress, 3 Mental Stress, Consequence slots as normal Stunt: Socratic Method: Use Investigate to create advantages in social situations by asking persistent questions. 3) The Hope’s End Standard Per chevron advanced azure and argent, a cinquefoils vert in middle base… If the characters agree to steal the Hope’s End Standard, here are the stats for it. Stealing the standard will require meeting a series of at least two Challenges that follow a progression of Easy (-2 to character’s stat), Challenging (+0 to character’s stat), and Difficult (+2 to character’s stat). To fence the Standard to anyone except General Miller without consequence (aside from losing the hostage) is a Superb (+5) Challenge. Here are the overcome difficulties that characters may face to learn more about the Standard using Lore, Investigate, or Contacts. Be prepared to make stuff up, or have the characters invent what they know: Fair (+2) The name rings bell, and the characters have heard a rumor Good (+3) The characters can identify the Standard, and have heard a rumor Great (+4) The characters can identify the Standard and know one fact Fantastic (+6) Comprehensive history High Concept: Ancient Enchanted Standard Trouble: No loyalty Extras: Boon: Bestows the aspect Protected by the Hope’s End Standard on any one thing with a high concept that is carrying it. This could be a character, group, vehicle, building, sector, etc. Only one thing may have the aspect at a time, but it can be invoked by anyone that can be considered under the protection of that one thing (e.g. anyone in the vehicle, building, sector, etc.) Lucky: The standard has its own refresh of three fate points that may be used to invoke aspects as if the standard were a character. These may be used to invoke Protected by the Hope’s End Standard. Refresh: 3 (Cost: 2 Refresh. A character must give up 2 points of refresh in order to gain this extra. Refresh given up in this way may be regained by giving the Standard away) 4) Titan Spiritual Anthroform I love steampunk. The Titan is a giant mech made of brass and rivets, powered by the spirits of the damned. It’s on loan from our friends at the Annular Necrocracy. If the characters agree to investigate the rumor about a new weapon, this is what they’re looking for. Getting information about the Titan will require meeting a series of at least two Challenges that follow a progression of Easy (-2 to character’s stat), Challenging (+0 to character’s stat), and Difficult (+2 to character’s stat). To steal it would be next to impossible (see the aspects below). If your characters are looking for a fight, look no further. Small Ship Scale (+2 to Physique, Fight, Athletics, and Provoke) High Concept: Used Combat Mech Trouble: Where’d you go?/That damn blind spot Aspects: Necromancers only Fully customizable & customized +4 Physique, +3 Fight, Athletics +2 Crafts, Notice, Shoot, +1 Will, Deceive, Provoke 4 Physcial Stress, 3 Mental Stress, 1 additional mild consequence slot Stunts: Big Metal Body: Use physique to defend against physical attacks. Flame Thrower: Fire Good (+3) fireballs at a target in the same zone. Eject! Eject! Once per scene, the pilot may eject to safety and the Anthroform will collapse, triggering a Good (+3) attack on everyone in the zone as it falls to the ground and flails about. 5) Henchmen These supporting characters can show up wherever you need them for a big fight. They might be a motley crew of mercenaries belonging to the Hegemony, or they may have defected to the rebels. Put them with whichever General you want when you need your characters to face some serious opposition. There is no backstory for them, except what is suggested by their aspects, so feel free to invent your own! Brace (Dwarf; group leader) High Concept: The group’s loud voice Trouble: I want the boss’ job... Aspects: Pride goeth before all I’ve seen that before… Profitability over honesty +4 Fight, +3 Rapport, +2 Notice, +1 Athletics Rally the Troops: +2 to create advantages using Rapport when directing loyal soldiers You Mad, Bro? Use Rapport in place of Provoke to cause mental stress. Swashbuckler: +2 to create advantages using Athletics Freeze (Elf) High Concept: Registered SCU Evocation Expert Trouble: Brace makes me unsure of myself Aspects: Dogged dreamer Solution oriented Cold (Empathy with Frost) +4 Magic, +3 Athletics, +2 Fight, +1 Notice Stunts: Focuses on Frost in Evocation: Use Magic to cast Frost-related effects to attack, defend, overcome, and create advantages. Dabbles in Evocation: Given enough time, can use Magic to create effects using fire, earth, water, lightning, etc. Cast-Fighter: Once per scene, gain +2 when using Fight for the first time. Surprise! Michael (Troll) High Concept: Enforcer Trouble: These people move too fast. Aspects: Eureka! Honesty over profitability Methodical +4 Physique, +3 Empathy, +2 Athletics, +1 Fight Stunts: Shrug it off: Use Physique to oppose Fight. Wise ways: +2 to create advantages using empathy Tough as nails: Once per scene, reduce the severity of a physical consequence. Vuzz Fletcher (Goblin) High Concept: An actual fletcher. Trouble: I ain’t no royal. Aspects: Something’s not right… A name within the field Just do the job +4 Shoot, +3 Fight, +2 Notice, +1 Athletics Stunts: Coward: +2 to Athletics when avoiding harm. Robin Hood: Create a lasting aspect instead of a boost on success with style using Shoot Robin Hood 2: Use shoot to overcome obstacles where it usually wouldn’t apply (subject to gamemaster approval). Hope all this was useful, not just tl;dr. That was Julian’s Bluff; I hope that you can have fun with it, too. If you decide to make use of these resources, please leave a comment to let me know how it goes! Landrew is a full-time educator, part-time art enthusiast. He applies his background in literature and fine arts to his favourite hobby (role-playing games) because the market for a background in the Fine Arts is very limited. He writes this blog on company time under a pseudonym. Long live the Corporation! Image courtesy of drawshield.net |
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February 2021
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