@BESW I like it. Seems like a better way to model chase scenes in film. Typically the chase goes on with participants crashing or otherwise dropping out until the fleer gets caught or everyone else fails to catch them.
In it, an insane not-quite-Doctor was trying to lose the PC companions inside the TARDIS.
We ran it using traditional contest rules. I'd describe how he was trying to lose them--by running faster than they could keep up, or going through complex and dangerous rooms he hoped would slow them down. They'd describe how they were going to try closing the distance despite his efforts.
When we got a tie (and we did twice) something dramatic changed: once, the army of Cybermen who were also in the TARDIS showed up, forcing everyone to backpedal; the second time the TARDIS initiated a lockdown sequence, slowly closing blast doors throughout the ship.
It concluded with the not-quite-Doctor getting his third success and slipping under a blast door just before it closed.
Previously in the same session, we had a contest where the PC companions taunted some Cybermen to chase them into a trap.
There, it was a matter of "Will the Cybermen catch up to you before you reach the trap?"
Chase scenes are one of the things that I’ve never really found to work well in RPGs, although I’ve seen a couple that didn’t suck. One was in Shadowrun.
I've had success with the contest mechanic, but as I'm thinking about more action-only type adventures I'm wondering how to use the "zoom" feature of Fate on chases.
@BESW Well it’s the only one I’ve actually gotten to play. But I especially like it because it suits my rules-light tastes very well.
I actually really like winging it in RPGs, but I have trouble doing that in games with a bunch of rules and skills and tables and backgrounds etc etc etc.
Because then my rules-loving side comes out and wants to get everything exactly right.
FAE is so simple, especially in terms of character stats, that it lets my creative side out.
And the way things are broadly described lets me not worry so much about numbers and power levels and balance and such.
In answering the game-rec questions, I’ve been looking at stuff in the Toolkit and Worlds about how to do superpowers and other extras.
And often my reaction is: this is nice, but I’d rather just handle it with FAE and aspects.
Or I think about stuff like power levels – action heroes vs Silver Age superheroes vs mythology and stuff. And I think, I don’t really need to worry about power levels so much with approaches.
I can just let aspects and advantages and freebies and such handle the scale issues.
Because the game balance is based on narrative rather than power level.
We have another guy, not currently playing with us, who is a brilliant strategist and wins all the board games, but in RPGs he always plays goofy, lovable characters who are so not about the stats.
@BraddSzonye Trogdor agrees. He'd have a new 4e character built every week or two, though he stuck with playing just one PC for the vast majority of the year-and-a-half campaign.
@BraddSzonye I'm actually kinda learning to love games where only the PCs have stats.
Yeah, they’re different that way. I think D&D5 is trying to be neutral.
Because it’s really not game-first anymore.
They’ve backed way, way away from that.
And also away from . . . I’m not sure what to call it.
I’d say sim-first, but nobody really agrees on what that means.
Fiddly-details-first.
To me it feels way more like, tell me what to do, and then roll according to your approach, which is Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
I’ve read a lot of hearsay about how Hero’s designers played the game and intended it to be played, but very little of it made it into the rulebooks in an instructive way.
I’m not sure whether they were trying not to limit folks’ play styles, or if it was just so second-nature to them that the didn’t realize they needed to teach it.
Yeah, it’s a pretty common weakness of RPGs. Very few of them seem to teach how to actually play the game, or what the focus is, or such.
Fate does pretty well at it. And it’s pretty much the point of Apocalypse World.
Like, I think CoC is kinda barse-ackwards in terms of matching mechanics to playstyle, but they compensate with beautiful discussions about the kind of story they're driving for and the roles they expect each participant to play.
There’s a whole branch of RPGs that are all about describing characters very precisely with game mechanics. Hero System is one of the earliest.
d20 System is probably the biggest mainstream example.
And in my experience the combination of: illusion of detail and completeness, and reality of abstraction and inaccuracy and incompleteness, leads to a certain kind of everything-is-a-nail play.
Sort of like your experience where, if 25–50% of the rules are about tactical combat, surely this is a tactical RPG, right?
And while logically I think there’s some kind of fallacy in that kind of thinking, realistically players do look at the bulk of the rules and assume they represent the bulk of the gameplay.
So if most of the rules are about your kewl powerz, then the game is all about using kewl powerz.
That’s how folks play Hero System. But it was (so I hear) intended to play stories like you find in comic books.
Which are full of grand ideas and plots and schemes and surprises and mythology and whether you make it on time to your date with Mary Jane.
Depending on genre and publisher of the title.
The rules were only supposed to answer questions like, “Who punches harder, if we need to know that?”
And so I suspect that the original Hero players were a lot like the original D&D players, who knew what kind of stories they wanted and didn’t need any rules to get it, for the most part.
Yeah, the discussions here have gotten me thinking about them too.
That and the part where I was thinking about how some RPGs get me stuck in a rut and others don’t.
Although it’s not just the RPG either, it’s also the players and force of habit.
Like, when I started with D&D3, I actually ran a bunch of it very narrative-first.
It helped a lot that I was using Dwarven Forge play sets, and some of the players really got into using the props as toys to describe what they wanted to do, instead of using rules to do it.
And with my new D&D5 game, I think it helps a lot that nobody really knows what they’re doing.
So we’re like, here’s what we want to do, now how the hell do we do that?
My groups immediately after college stuck mostly with iterations of D&D--3.5 and 4e--but were willing to take short breaks to try Dogs in the Vineyard, Everybody is John, and the like.
I first picked up an RPG book almost exactly ten years ago. I took the 3.0 books home for Christmas break to read, and then read the 3.5 books and started my first game in that.
But I suggested playing D&D4 to the few remaining players, and Will brought a friend of his who turned out to be the “butterfly” for another big circle of friends and gamers.
That’s my friend Mike.
Jon stuck around for a while, but basically Will & Mike’s friends built the group back up from scratch. And they’re quite a bit different from the other guys.
Although we are again a bunch of friends and wives and girlfriends, so I guess the composition is similar in many ways.
I ran 3.5 throughout college with a moderately variable group of friends, then rebuilt a new 3.5 group around Trogdor and some folks at the local U when I got back home. That group has fallen from attrition at least twice and then rebuilt itself. For about a year it was just Trogdor and I.
There have only been a couple of stretches where we’ve had no female players at all.
(Largely this is because my wife and pretty much all of my serious girlfriends have played. But they’re not the only ones.)
So with the resurrected group, we have tried Shadowrun, Champions, Fiasco, and Fate.
Not quite as diverse as the last incarnation.
I suspect that’s partly because Mike really don’t like freewheeling fluffy games, and Tarisa really doesn’t like having to actually learn anything about how to play.
With spotty attendance it's hard to maintain a long-form game's continuity, which makes flitting from system to system each week much easier because there's no sense of continuity to disrupt.
Now we've got so many different things we want to try, I'm going to see if we can play two games tonight.
But that probably won’t work going forward, because Tarisa & Danhiel don’t have the off-weeks free, and Fredlet (future wife) doesn’t like me booking up all of our weekends with social stuff.
So I'm going to wrap an ARRPG plot around Trogdor ('cause he's an every-week kinda guy): he's been made head of a Weird Science project for a UN-sanctioned corporation, and each week he's doing something toward achieving his project's goals. Whoever else shows up is the team he takes along.
@BraddSzonye Yeah, he's not always right in line with my attitudes but he's good at expressing 'em and that's worth a lot more.
Atomic Robo is kinda "Hellboy but with science instead of magic." You can read the one-shot Free Comic Book Day issues, and some others, here.
But for me, even more than "I like Atomic Robo" (which I do), the ARRPG book is an absolute mine of ideas and mechanics for other Fate games.
And it's probably the best Fate publication I've ever read in terms of describing clearly and concisely exactly what it's about and how it works--even more than Core.
It's helped me understand stunt balancing and the nitty-gritty of custom skill design in ways that the Toolkit couldn't teach me.
And it's got some inspired bits like removing Refresh completely.
A lot of the Fate iterations I collect, it's not because I'm going to play them, but because they expand my conception of the engine and how it works.
My Fate games are basically "homebrew Fate starting from X iteration's baseline" and the more iterations I know the more I can turn the dials to fit my game's immediate needs.