Author Topic: A FATEful Battle  (Read 7998 times)

Snow

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on: September 20, 2013, 12:07:39 PM
http://www.evilhat.com/home/wp-content/uploads/2013/02/Giant-Monsters.pdf

Here's a set of proposed rules for handling large organizations in FATE... and oh yeah, giant monsters. Any interest in trying to use these, or for that matter the example of a country given in the main FATE book, for a short DoW-like game? Brutal skunktaur pyromania is entirely optional.

New fantasy book series: "Wavebound". The story of the novice Goddess of Water! https://www.amazon.com/gp/product/B08D3SW5WP


Fax

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Reply #1 on: September 20, 2013, 12:09:02 PM
As per usual, I'm totally game for it.



Fax

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Reply #2 on: September 20, 2013, 12:49:57 PM
So, after giving it a bit of thought a couple ideas of how this could be used come to mind.

The first is something of a competitive manner, akin to the game Illuminati where everyone is playing a secret (or not so secret) organization vying for control and attempting to fufill some set of goals affecting the world (hide the presence of aliens, become secret masters of the world, attain techno-occult transcendence, etc. ) while preventing anyone else from doing so.

Another option is more cooperative in that each player still controls an organization or small country but they all have a common opponent in some other gm controled faction such as an alien invasion or massive expasionistic empire.

One further option which could work with either of the earlier options is that the players are avatars of some sort, essentially giant monsters or perhaps something like fledgeling titans finally let loose on an existing world to make their mark on it (perhaps something akin to the concept behind "Lunar Quest"

Either way, the players could then use their abilities to essentially create assets, organizations and characters that function mechanically as sub characters for each player. Perhaps under varying degrees of direct control by them




Snow

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Reply #3 on: October 09, 2013, 02:48:44 PM
For a context, what if the premise were the colonization of another planet? To keep out of real politics and nation selection, make it a fictional world where not-Earth nations (and other groups) are colonizing not-Mars, and not-Mars might be more inhabitable than ours or even a Victorian-SF-style jungle planet. The tech level is roughly consistent and well defined between groups; say that a revolutionary space drive has just been dumped into the public domain and now everybody's racing to use it. There could also be a large Evil Empire as a common antagonist, played either by one player who understands they're going to be ganged up on, or by some semi-random roll of "build/attack/sabotage".

You could have, say, a nation defined with good economic strength, making rolls to "create advantages" that are industry/commerce related. Your infrastructure is the advantages you've gotten. The "occult" stat from the rules above wouldn't be relevant unless you want to recast the whole thing to fantasy.

New fantasy book series: "Wavebound". The story of the novice Goddess of Water! https://www.amazon.com/gp/product/B08D3SW5WP