Dark Skies, Dark Hearts

Game Master greg white 722

The Storm Tyrants have fallen, leaving a world wracked by nature gone mad. And in the half-drowned city of Thessala, four enigmatic wanderers have come in search of their destiny.


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So the game will use the "Free Fate" rules from here: Vagrant Workshop .

Looking for 3-5 players.

Setting? Well, I'm going to ask that each player choose either a genre, theme, or plot/setting element, that they want to see in the game, and then I'm going to try to come up with a suitable mash-up of what was chosen.

Actual play will probably begin in December.


I have been wanting to do a Conan like sword and sorcery FATE game for some time.


Bump.


Sad, pathetic final bump.

Nohwear, if you want to stick around I wouldn't be adverse to running a few scenes of a S&S FATE game, just so I could play with some of the mechanics.

The Exchange

I just saw this thread, so your bumps worked! I'd be interested in playing (I'm familiar with Fate Accelerated and it sounds super fun), and so is one of my roommates (I think he needs to set up a Paizo SN though).

I love Conan, so S&S is fine by me. Secret cults dedicated to terrors from beyond madness might be a cool thematic element to include (Howard and Lovecraft were buddies after all).


I've recently purchased FATE core, I'd love to give the system a test drive! Conan style S&S is a perfect flavor, but I'd like to add a bit of surreal fantasy to the mix. Would a character from another future reality be acceptable for everyone's vibe? I like the idea of being an anachronism...sort of a reverse samurai Jack, if anyone's ever seen that show. Just kinda spitting ideas out right now but he would be a sort of over the top tough guy from a Mad Max esque world who's been stranded in this S&S world long enough to accept it amd acclimate. He'd probably have a coy smarmy magic sword to add a more personable element to his macho leather-pants persona.


By the way people, FATE Core is pay what you want. Just so you know.

The Exchange

Nohwear wrote:
By the way people, FATE Core is pay what you want. Just so you know.

Yeah, I paid free for it because I'm broke as hell, but I'll probably go and by the actual physical book at some point as well. I bought Fate Accelerated at PaizoCon for like, $5.


I shelled out the $25 for the dead tree copy. It just feels good.


I'd be interested. I'm unfamiliar with the FATE rules, but have heard fantastic things about it and wouldn't mind giving it a shot! So I'll be spending some time trying to figure it out!


I'm curious about the FATE system. Currently not at a location where I can save/open the pdf's, but will get them once I'm home.

Could anyone by any chance give a short explanation of the system?

Does it have much similarities with other systems or is it very unique?


It's very unique and difficult to explain in a small space. I would say it's a rules-light game, but...it's not when you get right down to it. The core mechanic is a system where players and the GM invoke/compel "aspects" to give themselves an advantage and push the story forwards. In FATE everything can have aspects, the plot, the world, a town, a tavern, they allow you to interact with the world in a mechanical way. A city might have aspects such as "Hive of scum and villainy" and "The noble's eyes are everywhere" whereas a character might have ones like "Strong as an Ox" or "Lord Vanmatre must die!". When you use an aspect (among other things) you spend a FATE point, convince your GM how the aspect applies, and then receive a bonus on a roll, a reroll, or some other comparable boon. One of the core principles of FATE is giving some narrative control to the players, for example a FATE point can be spent to declare a story detail "I'd reckon my Mage has heard the language of Merfolk before" I'm simplifying it, but you get the idea.

There are also skills, which can be used to create aspects and also just fight, shoot, deceive, etc. Characters are allowed to make stunts that change what skills can do, but this is a delicate kind of art that I won't get into.

Basically once you wrap your brain around how they do things is a very fun system. Kicks the s+!$ out of Pathfinder.


I've grabbed the book and am reading through it currently. It really looks like a lot of fun, and GypsyMischief's promo certainly helps. I'm still interested if cirle is still around!


Also a huge FATE/FAE fan I would love to get in on this if I can. I keep talking myself into and then out of running a blasted fate game so seeing someone else run one would be VERY useful.

What are the differences between Vagrant Workshop's FATE and FATE core from the FATE SRD?

So what are we looking at for setting? Sword and Sorcery?
Traditional Fantasy?
Modern occult conspiracy?
Supers?
Over the top gonzo action? (Fate core can do a lovely Feng Shui game....just saying)

Hmmmm Voidcallers from the Toolkit fit right in for a S&S game.

Umm sorry...I appear to be rather enthusiastic perhaps that second cup of coffee was a bad call on top of the cold meds.


Wow, a sudden surge of interest.

So again, I'm asking that each player suggest a genre/plot or setting element/thematic device.

So far we have:
NoWear: the sword and sorcery genre (though that doesn't exclude blending in other genres).
GypsyMischief : stranded time-traveler.

As far as the Vagrant Press version vs. the SRD goes: the main thing is Free Fate uses d6 (one + die, one - die) rather than Fudge dice. I don't know that the dice roller script used on these boards has a Fudge dice variant.

Sovereign Court

I'm interested, always liked the way FATE drives the story forward. As a setting element, I will propose an oppressive magocracy.

The Exchange

Well if we're looking for maximum narrative element suggestions I'd suggest space opera. Think Guardians of the Galaxy.


Two dice? How odd. I suppose we could roll D6's and all decide early on what each number will stand for. As a setting element I'd like to propose a fleet of floating cities held aloft by magic that were launched as a series of battlestations for an ancient war...now they hover across the world, miles high, lonely and mysterious. Is that too high magic for anyone's tastes? Just seemed cool.

The Exchange

Fate dice have 2 sides each for +, -, and blank, so couldn't we use d3s on here? Just assign +, -, and blank to numbers and go. You'd have to roll all four dice separately.

1d3 ⇒ 11d3 ⇒ 31d3 ⇒ 11d3 ⇒ 2


You would not have to role them one at a time. You just ignore the total and look at each die result. At least that is how we have been doing it in other dice pool based systems.


The d6-d6 keeps very nearly the same curve as 4d Fate without needing to translate the results. It is a bit swingier with + or -5 results possible where 4dF caps at +/-4 but as it looks like this is not going to be a starkly realistic setting this may be more feature than big.

For plot/setting element I am feeling post-apocalyptic today. Zombie uprising, monster/alien/robot invasion/Norse gods return during WWII resulting in the Enola Gay flying into the eye of the Midgard serpent. You know, that sort of thing.


I support an overarching post-apoc theme where people will do anything for survival.


Consider recruitment closed.

So, what we've got so far is:
Nohwear:Sword and Sorcery.
OwenStreetpress : The threat of inimical beings from beyond space and time.
Gypsy Mischief: Stranded time-traveler, and floating sky-cities. Technically two items, but as the first is pretty much solely character-based, I'll allow it.
Plerumque:Oppressive Magocracy.
Poor Wandering One : Post Apocalyptic.

Still need plot/setting contributions from Mogthrasir and Theorythmus.

An example of how the dice mechanic is going to work:

Thume Blackskull is attempting to cleave a mutant with his Good (+3) Fighting Skill.

He rolls two dice.
Plus Dice: 1d6 ⇒ 6
Minus Dice: 1d6 ⇒ 2.
He adds the Lesser of the two to his skill.
In this case, its the Minus dice (-2), so he only scores an
Average (+1) Success.


What about a tie roll?


I believe that represents 0

The Exchange

Cool beans. Looking forward to this!


Me too! Weekends are crazy, so my heavy posting is through the week. But I'll make sure to have some setting input by the end of the day!


@Cirle,

Although I was interested. I currently have not the time to look into the system in the way I would like to, so you don't have to take me into account.

Hope you all will have fun.


There's so much variety that's been pitched so far that I really don't know what to add. I imagine I'll just go with whatever setting gets created and bring some of my own ideas into it.


Whatever genre we use, I just hope it is nice and pulpy.


Hmmm played with the probabilities over the weekend and found something interesting.

1d6-1d6 produces the same curve as positive die, negative die take the smaller absolute value, cool.

The RNG can handle it pretty easily as well. Would this work as a dice script or is it unclear which dice is which?

Script:{dice}1d6;-1d6{/dice}. Produces: 1d6 ⇒ 4-1d6 ⇒ -(1) = -1


Test: 1d6 - 1d6 + 3 ⇒ (2) - (5) + 3 = 0


I think I'll just be rolling two separate D6, designating one as positive and one as negative and then narrating accordingly. That script seems a tad overly complex for my tastes

Are we going to start character creation?


What about my example?


GypsyMischief wrote:
I think I'll just be rolling two separate D6, designating one as positive and one as negative and then narrating accordingly. That script seems a tad overly complex for my tastes

hmm so like this?

SCRIPT: {dice=positive}1d6{/dice}. {dice=negative}1d6{/dice}.
PRODUCES: positive: 1d6 ⇒ 2. negative: 1d6 ⇒ 5.

Prettier, I will give it that but it is more to type...Though one gould just save the script and cut/paste as needed.

GypsyMischief wrote:
Are we going to start character creation?

Think we are waiting on background/setting info but it would be a good time to go over what FreeFate needs for CharGen....


So Mogthrasir, you don't care to pitch a plot/setting element?

All right, so here is the 'capsule' setting summary: For centuries the Storm Tyrants ruled the world from gravity defying Cloud Citadels. Then, secrets from an lost age surfaced, and the Storm Tyrants warred among themselves for the possession of this lost, blasphemous lore. In the end only the mighty Forge of Thunder citadel avoided being struck from the skies, but was prisoned within an awesome perpetual hurricane. The world was in chaos, at the mercy of storm and earth-quake. The Magister's, once the servants of the Storm Tyrants, seized some measure of the Fallen Storm Tyrants' power: they were able to mitigate most of the effects of nature gone mad, and predict the worst storms and quakes. Now, the Magisters rule as despots, as the people struggle to rebuild the civilization that perished when the Cloud Citadels fell.

So first step in character creation is to choose eight Aspects for your character. An Aspect can, when 'invoked', provide a mechanical benefit. Most Aspects though should have a possible detrimental effect that can be 'compelled'. They should also function as possible story hooks.

As the world, such as it is, is not very detailed, you're going to have a great latitude in choosing aspects. If you were to select 'Shaman of the Dread Bear People', then hey, I guess that somewhere in this world there exists a Dread Bear People.

I'll draw the line at things that would globally effect the actual setting (Cyborg Assassin), you got to choose setting/plot elements already. Gypsy Mischief, as you selected lost time-traveler, potentially you will be able to get away with a little more in Aspects, as far as choosing aspects that are a little out there, in relationship to the setting

One thing that might help; to begin with I'm thinking of having you all en-route to a half-ruined port city: Thessala. Aspects that might suggest why you might be headed there would helpful: the shaman is fulfilling a geas laid upon in him a dream by the Dread Bear itself.


Refining my example of an Aspect: the Shaman of the Dread Bear People.

That's probably more accurately a character concept.

Then some aspects that might work with that concept might be as follows.

-Animal Familiar (wolf-dog).
-Master of the cryptic aphorism.
-Feral outsider.
-Sworn enemy of the Wolf People.
-No need for wealth.
-Travels light.
-At the call of the spirits.
-Follows a mystic destiny.

For instance, the Player could invoke 'No need for wealth', to gain a bonus to a Resources roll: she's going to 'scrounge' for what she needs, rather than buy it at the marketplace. The Aspect could also be compelled, "The ferryman demands coin to take you across the river; refusing your payment of pelts."


Sorry for being gruff this morning, your dice script makes perfect sense, my brain wasn't recognizing parenthesis for some caffeine related reason.

Right on, DM man! That's an awesome backstory, properly ripe and epic. I might move in a different direction than I originally thought with my character, but whatever. Also 8 aspects? Rock on, hearty approval.


This looks awesome. Working on a concept as we speak. I may put it together in pieces too, so that I can leverage some help from the rest of you.

And cirle, if I was to pitch a setting element I was thinking something with Norse feel. But I was fearing the waters were getting so muddy already. But I think I can introduce a bit of that feel into what you've already set up. It's a great feel!


So there's a simple list in the Fate Core book that sets up 3 criteria to keep in mind when building strong aspects:

  • Double Edged - The aspect should be something that can provide both benefits and hindrances. Like cirle's example "No Need For Wealth"
  • Say More Than One Thing - The best aspects overlap a couple of areas (personality traits, background, relationships, problems, possessions, etc...). Example: Instead of "I Must Prove Myself", say "The Legion Demands I Prove Myself" as that not only denotes actions but also a relationship.
  • Clear Phrasing - Avoid being so vague that it fails to have any clear applications. Poetic language is fun, but sometimes cryptic. Example: Instead of "Memories, Wishes, and Regrets" it would be better to give a clearer description to the specific memories, etc. For instance, "Scars from the War" gives a much more distinct direction.


Some things worth thinking about

Was the former world run by magic or super science or a Neir-like mix?

How much combat do we want in the game? This set-up could easily lead to a very social or intrigue based campaign. What are we looking for?

The capsule set up looks a good bit like a wetter, colder Dark Sun in that the main conflict is folks vs the environment. Does that jive with how you all are seeing this?

What overall hook are we looking for? Do we want to be the residents of a small village trying to survive and prosper? I could see that working..
Or I could see a ship crew threading the storms doing trade and crime to keep from under the Magister's thumb. LBB Traveler or Firefly feel.

Or we could go the recovery route. We could all be time/dimensional travelers either lost or not. Think Fringeworthy, The Morrow Project, Stargate, 1632 or many many anime series where a high-tech center seeks to aid a beleaguered hinterland.

Do we want player usable magic/superscience? Or just abandoned semi-functioning artifacts? Or is it all unknown?

What tech level are we looking at?
Muscle/animal power? Steam? Oil? Common magic?
What kind of weapons? Iron spears and axes? Steel swords? Guns, ancient or modern?

Or a mix like Journe where a medieval/renaissance culture has arisen from the ashes of a destroyed high-tech one?

Lots of things to talk about as we get started.

Me? I am leaning towards the ship idea but then I have always LOVED old traveler.


I would love to be able to use some sort of magic.


So how would you like the magic to work Nohwear? Fate is a VERY fluid system and Even FreeFate appears to have multiple sample magic systems. Do you have a preference?

I am new to the system but Fate appears to basically run on player input.

Note to cirle please feel free to whap me with a verbal newspaper if I am exceeding a players remit here.

How do you come down on the magic/low magic/high magic issue?


One idea that is gelling is that my char has no direct access to magic, is a collector of oddities. I would like the over all magic level to resemble the pulps. That is magic is rare, but powerful. It also takes a LOOOONG time to really master. Thus real sorcerers are ancient and probably powerful. However, like Ars Magica they can do little else. My char is a collector. He know a lot about magic, but not how to practice. He does know how to use certain devices and how to find them. Sorry for the long post.


Here's the current concept, with spoilers where I try to explain and measure against the above criteria.

Voli Sivardson

  • Seasoned Forgemaster of the Jotnar
    Explanation/Critique:
    This is the High Concept, who he is and what he does. Double-Edged in that it not only conveys skills and prowess, but may also indicate responsibility or prejudice. It covers multiple areas by designating a profession as well as a people. And hopefully it's clear--though perhaps "Blacksmith" may be a better term than "Forgemaster".
    Additionally, the Jotnar are currently undefined. So far I simply see them as large, bearded, norse-like people.

  • 11th Keeper of Ulfbert Hammer and Technique, Trained by Rokar
    Explanation/Critique:
    I like to leave blanks... Does 11th mean in a succession of singular masters, or one of many currently practicing? We'll have to find out. This seems powerfully double-edged to me as it not only conveys knowledge of ancient technique, but also a deep responsibility to preserve and pass it. It alludes to his weapon (hammer), his prowess, and a relationship.

  • Obsessively Critical of Appearance and Detail
    Explanation/Critique:
    Double Edged in that he not only takes care to look good and present well, but that he will be critical of those who are not. This also could apply to minutia in his own work and others'. So he is a meticulous craftsmen, who will create well but also likely take forever or obsess over imperfections. He will notice the little things. But perhaps he won't be able to get past them. Etc.

  • The Most Difficult Path Makes For The Best Tale
    Explanation/Critique:
    More blatantly negative, as he will be compelled to do things the hard way. But it can also inspire him in the midst of significant struggles. I also like how it speaks to an appreciation of good stories, either in sharing or hearing them. Or even judging those that take shortcuts.

  • Sucker For A Pretty Face
    Explanation/Critique:
    An open door to lead him astray with beautiful women. But again, that may provide inspiration or motivation for him. He likes beauty, but he also gets fooled by it.

  • Unwaveringly Superstitious
    Explanation/Critique:
    Again this has some clear negative compels--simple ways to motivate or divert him. But it could also be invoked to curry favor with the supernatural or avoid wrath.

  • Materials Speak to Me
    Explanation/Critique:
    Maybe there's a better phrase to explain this one. But the intention is that he has an unnatural sort of connection with materials and objects, able to ascertain personalities or histories by communicating with them. Obviously not literal speaking, but communication non-the-less. This could be compelled to give him sympathy for the inanimate, or to have a grudge or feud with it. "I refuse to take this ship, and must wait for a more sophisticated one..."

  • Strength Like a Bear
    Explanation/Critique:
    It's a straight forward about a man who's unbelievably strong. But this also could speak to a lack of delicacy or poise.

-------------------

Alright then, everyone, help me out if you would. Are there some that I could phrase differently, or is there something I'm overlooking?


Nohwear wrote:
One idea that is gelling is that my char has no direct access to magic, is a collector of oddities. I would like the over all magic level to resemble the pulps. That is magic is rare, but powerful. It also takes a LOOOONG time to really master. Thus real sorcerers are ancient and probably powerful. However, like Ars Magica they can do little else. My char is a collector. He know a lot about magic, but not how to practice. He does know how to use certain devices and how to find them. Sorry for the long post.

This is excellent as far from a long post.

Would tie in to the Ship idea as well. With no banking/currency systems long range trade would be on a rare metal/barter basis. Someone skilled in assessing relative values would be a godsend. Plus a berth on the ship means you have a way to see things you could never reach on your own.
That is if we go with the ship/travelers idea.


GM Mogthrasir wrote:

Here's the current concept, with spoilers where I try to explain and measure against the above criteria.

Voli Sivardson

[list]

  • Seasoned Forgemaster of the Jotnar
    ** spoiler omitted **

  • 11th Keeper of Ulfbert Hammer and Technique, Trained by Rokar
    ** spoiler omitted **

  • Obsessively Critical of Appearance and Detail
    ** spoiler omitted **

  • The Most Difficult Path Makes For The Best Tale
    ** spoiler omitted **...
  • Voli rocks on toast!

    That said I am not seeing how "Sucker for a pretty face" could be invoked positively.....


    Poor Wandering One wrote:

    Voli rocks on toast!

    That said I am not seeing how "Sucker for a pretty face" could be invoked positively.....

    Yeah. Since the High Concept seems a little weaker on the "compelled" side, I thought it fair to have one or two that were a stretch to "invoke". The initial thought was that if I were trying to aid or assist someone with a pretty face, then I could invoke it.

    Example: Serving as temporary bodyguard for the Ambassador of Lucia, a beautiful courtier of finer tastes, I could invoke it if trying to intimidate her adversary or charge in to break off an assault, etc.

    *Perhaps even a catch-all for: "In the name of beauty". So that it might have a broader application.


    Oh gods...

    If we go with the ship

    We have me, Character name Jack Bell

    We have a broker, Nohwear's collector.

    And we have someone whose rapport with inanimate objects would make him generally-skilled.

    We are Carrol's The Hunting of the Snark.

    The Exchange

    This all sounds awesome, I can't wait to learn more about the setting.

    As to a character, I had been thinking someone along the lines of Star Lord/Peter Quill in that he's a rogue with an oversized ego. Playing a thief might step on the collector's toes a bit, but I guess it depends on how he comes about his collection. Nohwear, were you thinking more of a scholar type or what?

    Sorry this doesn't have a lot of information, I just read cirle's post now (Im on the West Coast and I've only just gotten to my computer today), so I'll give it some more thought and try to post something meatier later.

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