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11:41 AM
@BESW So, what happens here?
 
Originally, this was where we talked about Fate during the Core/Accelerated beta testing when the rest of the chat got tired of us.
Since then we've used it to play games, and it's still an outlet for Fate talk when the main chat is actively engaged in some other RPG.
 
Cool :) Fav'd
 
It's a bit less used now that the main chat is more interested in Fate and we aren't in any beta tests.
 
Still running games here? My "private play" compulsion is acting up :P
 
Since Doppelgreener, Trogdor, and I are all in the same Saturday night group IRL, we often brainstorm stuff here, or dissect a session to understand Fate better.
 
11:44 AM
I simply must try Fate and I'm seriously bummed that I must be the GM again in the next game I'm pitching to my group.
 
Chat games are usually single-session by-appointment. It's not a medium, and this isn't an audience, which can sustain regular gaming.
 
I understand the constraints. Still, I'd like to participate in any one-off you have in the pipeline.
 
it is kind of a dead room most of the time right now
 
I don't have anything planned right now; I haven't even been GMing in my own IRL group for the last month+, as I'm currently in the last week of five weeks of taking care of my dad on my own.
One of the reasons I'm so active on these chats is that it's something I can engage and disengage quickly and easily day or night.
GMing a chat game requires more of a constant presence than my typical "usually nearby" status.
 
Well, I'm just throwing it in the chat here that I'm interested in participating in a Fate game. It doesn't necessarily have to be GM'd by you.
 
11:48 AM
Starred so others can see as they come through.
 
RPGs are seriously low-profile where I am from. It's hard to find friends who want to try it, let alone meet people from around town who want to do it. I'm quite jealous of the table experiences I sometimes read about here on the site.
 
My island is... very D&D-centric.
Mine is the only group I know of that plays something outside D&D/Pathfinder regularly, and I've had to personally find and introduce almost all those systems to my group.
Also the community's very pocketed. A lot of the gaming community is transient--military and contracted workers stationed here for just a few months or years.
 
I don't mind meeting strangers to start a gaming group. It's just that there is no easy way to connect with them. The only place I know of is a game retailer that hosts regular Magic The Gathering tournaments. And that's a totally different ballpark...
 
Makes it hard to actually build a sustainable community of role-players outside one's own group, when so many of them are here-and-gone.
Aye, we've got a fairly dynamic Magic community--usually a younger crowd, though.
 
I'm not too invested in Magic. But I have seriously considered getting into just so I can connect with more people.
 
11:53 AM
Our one Friendly Local Gaming Store supports itself on middle-schoolers buying Magic cards, and the owner hasn't heard of anything outside D&D and White Wolf (he's not a gamer himself, so only stocks what he's requested).
 
I just feel "too far behind" to kind of get into it...
Also it costs loads of money...
 
It does, at that.
I got out before I was in too deep, thankfully.
You could try spectating at Magic gatherings and chatting with folks without actually playing.
 
But the people I play some games with, games like "Seven Wonders". I feel they'd be good picks for an RPG. I just need to tickle them in just the right way >_>
 
If you feel you need to ease them into it, you can try something like Microscope.
It's almost but not quite entirely unlike an RPG, but it's still an RPG.
 
I could do that. I should ask my soon-to-be-brother-in-law if I can tag along for his next tournament.
I've heard about Microscope. Not 100% sure what it is, I thought it was mostly useful for world-building?
Like a really abstract form of playing RPG?
 
11:56 AM
Or Pilgrims of the Flying Temple--more obviously an RPG, but without a lot of the elements that make people lean away from the table at first (no dice, no stats, no expectation of acting out your actions or speaking in funny voices, etc).
Microscope is a game where you take turns adding events to a historical timeline.
 
I think I've ruined most of my group by going in first with Pathfinder.
 
You start with a very broad swathe of history like "The rise and fall of a machine empire" and defining its beginning and ending in general terms. Then you take turns adding events--from whole eras down to single scenes.
You can add things out of chronological order, so one turn might cast a previously-added but future event in a different light.
 
It's the only system I ever played prior to that, and thus the only one I felt comfortable with GMing. But we've been playing for just over a year now and the enthusiasm is notably less. So I'm thinking about taking a break and giving them the Fate system, hoping we don't completely fall apart as a gaming group.
 
And you play to discover the how and why of the machine empire.
Microscope has no GM.
(And neither does Pilgrims of the Flying Temple.)
(And both are good one-session games to get an idea of how broad an experience RPGs can provide.)
 
What I fail to see from that description and what I've heard / read about Microscope, is how that can actually be fun. I guess my idea of RPG is more personal, controlling a character. When it gets too abstract or high-level "design", I'm not sure what rememorable moments will be.
 
12:00 PM
That's fair. Not every RPG is for everybody.
 
In other words, "Remember when we kicked that battle-mage in the face?" vs. "Remember when we came up with a cool timeline?"
 
mmm. Microscope has a different kind of experience goal, yeah.
You can create awesome settings which you then play more traditional games in, and the group is pre-invested in the world and doesn't need the GM to explain it and sell it.
But by itself, Microscope is about the experience of collaboration.
Each turn, one player gets to add a thing. They can't ask for help or suggestions, it's their own thing.
 
Yeah, I think I'd never use that as a stand-alone thing, but I can honestly see its potential in a first-session of Fate, to establish the setting
 
But the cumulative effect of those individual things creates a story that is totally unlike anything any one person would have made.
My group once used Microscope to tell the story of a technovirus that nearly wiped out humanity.
Two turns in we learned that humanity was immune to the technovirus!
They were being wiped out by cyborg animals who attacked anything that wasn't infected!
 
The plot thickens...
 
12:04 PM
Humanity's survival, we learned, was only ensured when the virus mutated so it could infect them too.
(Also we started out thinking that there were dragons enslaved by humans at the start of this part of history, but then discovered it was actually the other way around.)
For me the fun of RPGs is not in having stories we can re-tell afterward. That's a bonus.
For me RPGs are about the experience of telling a story together with friends.
It's a "doing" fun, not a "product" fun.
 
I think my mindset has shifted to the latter, mostly due to the fact I've been cooking up this enormous sandbox and I really wanted to see it come to fruition...
 
Ah, yes. I remember sandboxing my games.
 
I guess my own PF game has soured my own RPG experience... So now is a good time to change it up a bit.
 
It was fun! I was good at it! My players loved exploring my worlds! ...it was a lot of work and I missed out on getting to experience my players' ideas as well as my own.
 
I think the real problem I have is that I keep pretending it's a sandbox, while in my head, I kind of want them to follow a certain epic story arc. And it's these contradicting factors that have been sabotaging my own game...
 
12:10 PM
Ah, yes. Been there.
I was really good at faking sandboxes too.
Toward the end of my run in D&D 3.5 I mastered the art of sandbox plotting.
I wove the threads of my planned story through the world so tightly that no matter where they went or what choices they made, they'd run into some part of the plot that would tug on other parts and make things move.
 
I wanted to do that, but I have to admit, it was more than I could chew, as a novice GM.
We concluded one of the inner story arcs recently, so I'm calling it's a good point to try something new, putting PF on hold until further notice.
 
Heh. My first campaign, the party accidentally blew up the floating island my big bad villain was on, dropping him into a portal to another dimension and killing all but one of themselves, and dropping themselves into another part of the world entirely where my plot couldn't reach them.
 
Yeah, I'd lose my shit... pardon the language
 
Eh, by that time I'd learnt the one guaranteed thing about GMing is that the more detailed your notes are, the less use they'll be.
Here, have a story.

The Tale of The Dwarven Cleric, or I Poke Him: 101 Stupid RP Tricks, Volume One.

Dec 26 '12 at 12:06, 7 minutes total – 36 messages, 2 users, 0 stars

Bookmarked Jun 25 '13 at 19:03 by BESW

 
Wow, what is this magic you linked?
Like... a preserved chat log?
 
12:24 PM
that is how the chat logs here work
 
Everything in these chats is permanently archived in the transcripts, but we can also single out specific sections to bookmark as "conversations."
 
Can you show me how? That sounds hella useful :P
 
Go to the transcript of a room (scroll up to the top of chat and there's a button), and on the transcript you'll find "bookmark a conversation."
 
> A conversation is a chronological thread of chat messages that you can select, give a title to, and share.

Please click the two messages that define the start and the end of the conversation.
Ooooh shiny :D
And where does this bookmark then live?
 
Click the "info" link in the chat, or the "about this room" button on the transcript, then go to the "conversations" tab.
 
12:28 PM

Let's try that out

6 mins ago, 5 minutes total – 13 messages, 3 users, 0 stars

Bookmarked 38 secs ago by Marc Dingena

Okay, so it's always public, too?
I love learning new things like this. It's also a little bit of webdesigner-porn for me :)
Love using these little usability-gems in my own projects
 
Everything in Stack chat is publicly archived.
(And aggressively seeded to the Googles.)
@MarcDingena Yeah, for being a third-class interface in the Stack hierarchy, it's REALLY well appointed.
 
I liked that Dwarven Cleric story. Does the player still play RPGs?
 
12:46 PM
@MarcDingena Yup!
24
A: Dealing with players of vastly different skill levels?

BESWShort Version: Maybe P is overwhelmed by bookkeeping and it's distracting him from situational awareness. Help him make a mechanically very simple character without fiddly bits or conditionals to keep track of, so he can focus on making good choices rather than having good bookkeeping. Invite th...

I went back to my college town a couple months ago and ran games Roll For Shoes and Cthulhu Dark with him in them.
 
If you keep throwing quality stuff at me, I might run into the daily vote cap...
 
Nine-ish years of hard-earned learning from experience.
I was a GM before I was a player.
 
I'm following in your footsteps...
 
You're branching out well before I did, at any rate.
Five years in 3.5 and 2 years in 4e before I seriously considered using a non-d20 engine for my primary game experiences.
I thought it was my failing as a GM that made it so hard to get combat-focused systems to yield up character-driven story play.
 
I think we differ vastly in persistence, then. I can't see myself pushing through with the current state of my Pathfinder campaign.
I feel guilty on many fronts though. I feel bad because I know at least one player really doesn't want to quit the current campaign.
Everyone has invested their time at the table, for over a year (although "only" 14 sessions or so, playing twice a month as planned is actually really hard for us to keep up).
 
1:02 PM
Well, I've always been blessed with awesome players. A group that works well together will make almost any system seem to function.
 
I also feel bad because if we continue, I know at least one player who doesn't want to continue with it, as is. Either create a new character or call it quits altogether. And these people are friends of each other, I just wanna keep us together and have good fun at the table. I genuinely hope Fate can restore our faith in RPGs :P
 
It just took me way too long to notice that we were having the most fun when we were most ignoring the system.
 
Also, there is one person I really wish to include in the group, but quit the campaign after the second session. Because he accurately felt Pathfinder is just not his cup of tea. I think he'd do excellent in Fate (story-first), and I even see him as the GM (he's a typical story teller type of person)
 
I know one guy whose group decided to keep the same story and mostly the same characters, but just re-build from D&D mechanics to Fate mechanics because Fate better suited the sorts of stories they were already telling anyway.
 
For example, when he plays "Werewolves of Millers Hollow" at birthday parties, he doesn't just gloss over the phases. He gets really into it :P
 
1:07 PM
I'm unfamiliar with that game, but cool.
 
@BESW During the climactic fight of the latest story-arc in my campaign, I actually felt like I was sabotaging my own game. They successfully threw a net over the battle-mage (who was several magnitudes stronger than them, they weren't supposed to fight him), effectively ruining every subsequent attempt for him to cast a spell (due to really bad concentration checks on my end of the screen). He dropped his wand too...
Then when a player adjacent to him wanted to pick up said wand, I made it really convoluted to do so, because I felt I needed to handle it through the rules...
First she had to make a combat maneuver to bullrush the battlemage out of his square, because that's where the wand dropped.
Then spend a move action to pick it up...
 
I started GMing because someone said I'd be good at it while I was reading a monologue from Rosencrantz and Guildenstern are Dead to a group of friends.
 
So in the third turn she was able to do something with it.... in hindsight I feel like an idiot resolving it like that.
 
It's rough, yeah.
I was a real stickler for the rules in 3.5.
 
But I just couldn't justify the fact that she wanted to crouch in her own square, and pick up a wand in the adjacent square. I ruled that her arms aren't long enough for that...
In hindsight I could've ruled that she could've done half-a-5-ft-step into the square with the battlemage (covered in a net!) grab it and go back as a move action and be done with it.
After the session I had a reflection on how I handled things and decided that maybe it's not a good idea to keep pushing the campaign forward as it's doing now...
And after a year of GMing in a very complex (in my honest opinion) system, I feel confident to GM in Fate, which I haven't even played yet, with a setting we will improvise at the table.
 
1:12 PM
Yeah, the d20 System is very fiddly.
Fate will be a challenge not because of complexity, but because the philosophy is so different.
There's a lot of d20isms that have to be unlearnt.
 
Like I said, I kept lieing to myself I was running a sandbox but I was absolutely dreading improvising so I tried to prepare for as many possible scenarios and "idiotic things my players could do this session" as possible. Some weeks it took me nearly 4 nights to prepare the next session....
 
In college I'd spend my summer and winter breaks prepping for the fall/spring campaigns, and I'd still spend at least twenty hours each week prepping for the upcoming session.
 
And somehow with reading about Fate... I get this sense of confidence that I can just roll up to the table and improvise... everything.
It's a weird feeling but it's why I'm so looking forward to try out Fate
 
It's definitely one of the big selling points for me.
 
Hm, main chat is getting a little weird for me. (Or at least to display on my work monitor)
so I'll hang here for a bit longer :P
 
1:15 PM
Heh.
[changes the main-chat subject]
 
So, you're not familiar with Werewolves of Millers Hollow? :)
 
No, party games aren't big here--neither are board games, and card games are kinda limited.
 
I've even played that with my mom and dad and they liked it.
 
The only people I play cribbage with are people I've taught, for example.
 
The basic premise is that everyone at the table plays a civilian or a werewolf, except for the story teller (who announces the phases).
And it's fun because you sit at a table and you have to literally close your eyes.
And if you're a werewolf, you get to open your eyes and select a target to be eaten that night. But you have to be careful not to make a sound or sudden movements because people next to you can detect you're awake.
When it becomes day, one person is eaten and the werewolves will impersonate a civilian (nobody knows who the wolves are, except the wolves themselves because they have seen each other during the night)
During the day, civilians select a person to be hung.
By most votes
This goes back and forth until the wolves are dead or all civilians are eaten.
 
1:21 PM
Okay, I've had that explained to me before, yeah.
 
Those are the basics, but the game can be enhanced with additional roles, like the Witch, who can wake up during the night, and chose to save someone from being eaten, or poison someone. Or the Cupid, who links two Lovers. If one Lover dies, the other dies too. (And the person playing the Cupid always picks two people who form the most non-sensical couple, so chuckles assured)
Not a true RPG, but it kind of breaks the ice for people who might be interested in that sort of stuff.
 
Cool.
[nurses hot chocolate]
 
I'm having trouble coming up with videos of actual Fate gameplay. And with actual gameplay I mean table-top. There are many multi-hour videos on YouTube that feature 5 Skype faces and a lot of talking, but I kind of wanted to see table-top action (precisely for the physical organization of points and aspects question I had earlier).
Do you know where I could learn even more about how Fate is actually played?
 
brb
Somewhere around here I've got a list of Fate Actual Play links I never clicked on, at least one of which was from a convention.
I just had to move to the tablet while I sit with my had, though, so that'll have to wait.
*with my dad
 
1:40 PM
No worries. :)
And yes, convention plays are the type of videos I'm looking for. The Penny-Arcade videos had me laughing out loud, and got me psyched for Pathfinder in the first place.
 
never occured to me to look for keywords other than "fate"
like dresden files or atomic robo
woops :P
 
(Atomic Robo is crunchier than Fate Core, but less fiddly than DFRPG, and is my current favourite iteration of the Fate engine.)
 
what would you recommend for me? I initially leaned towards FAE, but quickly adjusted that to Core
 
Depends entirely on what you want.
 
1:47 PM
I think switching from PF to FC is already a massive paradigm shift, FAE abstracts Core even further...
 
FAE is good for quick-start games and for games that want to follow "TV logic" for competencies.
(Like, "I'm a scientist" means "I can do math AND biology AND physics." That's a FAE approaches kind of thing.)
One moment, let me dig up my Doctor Who FAE sheets.
I'd do them differently now, but they're still solid.
 
Considering my players came from a big super-crunchy game, having that sort of "relief" may be nice, but I changed my mind about the whole "approaches instead of skills" thing, which is a bit too abstract for my liking
 
Core is a good balance, probably. Its skills are more comfortably familiar, and it can accommodate a wide variety of crunch levels within a single group.
These days I hack Core with some ARRPG concepts, but it's nothing really crucial.
 
Can you un-abbreviate ARRPG? :P
 
Atomic Robo Roleplaying Game.
(The Game That Sounds Like a Pirate Getting Stabbed!)
 
1:51 PM
(thanks for those sheets, i love the stunt concept in FAE, which is what i will use to explain stunts for Core, but follow the Core template to actually create them)
haha lol
 
The key to stunts at any level of play is that they should average out to the effect of spending one Fate point per encounter.
 
I don't understand that sentence.
 
A stunt is, fundamentally, saying "I can do a thing that should normally cost a Fate point, but I don't have to spend the Fate point to do it."
 
But given a certain situation, you could potentially re-do it multiple times in a scene. Did you mean to say to design them as such that you only can do it once per scene?
 
Nah, that's by design.
It'll average out to roughly 1 FP per scene over time, because the +2 is specific to a certain skill/action combo in a certain context.
If you use it exceptionally often, it's either too broad a context or you've manipulated the story to be able to use it more frequently.
In the former case, fiddle with it.
In the latter case--congratulations, you're engaged with the narrative and have probably created drama by ignoring your other options.
If you get a +2 to attack with the Shoot skill when using a pistol, or when fighting the Foot clan, you won't get to use it in scenes that don't involve shooting. If you're shooting the Foot clan in every scene... you've got drama.
 
1:58 PM
I'll be sure to make stunts specific enough to not be abused.
But I kind of like stunts better when they change a skill's use.
 
Don't worry about it too much. Just be sure the players understand that tuning stunts is an ongoing process and if something seems like it's hogging the spotlight from others then maybe there'll be some conversation about how to make that not happen.
Yeah, adding a trapping to a skill is awesome.
 
Not give a bonus to a specific skill, but rather make another skill useful in a situation that normally doesn't apply to that skill
 
Major Jessie Farman has a couple stunts like that.
 
Like, using Will instead of Fighting for defense under a specific situation.
 
> PRACTICAL ROCKET SCIENCE. You can use Vehicles in place of any applicable Science skill when working with vehicles that have an engine of some sort.
She's my current PC when I'm playing in our Atomic Robo game instead of GMing it.
 
2:10 PM
I'm gonna lay another potential "problem" of mine on you, so that I can pick your experience-filled brain.
There is this player who played with us for the first 2 sessions of Pathfinder, then decided this is not his cup of tea. It's the guy who thought he would be into RPGs, then found out he wasn't. But I think that he could be into RPGs, if it's the right kind. I'm thinking about re-introducing him when I launch the Fate game.
His girlfriend is currently still playing with me in the PF campaign, and she has already 'primed' him for Fate. She said his interest piqued when she mentioned to him "maybe you could even do the GMing" (since he is the storyteller type of person).
How would I go about launching this Fate game? Should I sit with this dude, prepare the first session and let him GM the first session (with me as a 'rules backup'). Or should I let him be a player the first session, then switch roles the next session? How do I handle the fact one character gets dropped and another steps in? (I don't want to 'take over' an existing character).
 
 
2 hours later…
4:02 PM
I'd start by having him just sit in and watch, of he's really that gun shy.
Invite him to be part of the world building, making faces and places, see if he gets excited.
Probably don't ask him to GM the first time everyone's getting introduced to the game, maybe?
And there are several questions on the site about round robin gming and how to deal with those logistics.
One of the cool things about faces is that they make for great guest PCs.
 

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