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3:02 PM
@Derpy Just to bring this here, I actually feel like there would be an interesting amount of overlap between fans of this new She-Ra and fans of MLP.
I guess I would be one such crossover.
 
 
3 hours later…
6:29 PM
Somewhat related, there's this really interesting verbal history of the Brony Community that just came out.
 
oh neat!
 
 
3 hours later…
9:24 PM
This is unrelated to the discussion in main chat, hence I’m bringing it here until the main room isn’t talking about protections.
A five stat system: Strength, Agility, Smarts, Tech, Magic. Am I missing any important things? Are tech and smarts too close to be worthwhile as different stats?
 
@BardicWizard Social?
 
@Rubiksmoose probably important, oops (make that six stats then)
 
@BardicWizard Unless you're making D&D in which case just ignore social stats and have the DM wing it ;P
 
@Rubiksmoose nope, it’s trying to solve two problems. One, easy math so a kindergartner can play test, and two, able to be used for PbP with older people
Any opinions on the tech vs smarts debate?
 
@BardicWizard I think the two are pretty similar. If going for simplicity I'd say they could be rolled into one.
 
9:38 PM
Probably
Anything else stand out as possible problem?
 
@BardicWizard What about approaches instead? Putting in skills like "tech" and "strength" predisposes the kind of of game your playing, but approaches describe how you do things.
Fate Accelerated uses Careful, Clever, Flashy, Forceful, Quick, and Sneaky.
 
Maybe... I’ve never played a system like that before
 
or if your game is about feelings it could be self-image labels like Masks :)
Given that you missed charisma I'm guessing you weren't thinking along those lines though
 
And simplifying actions is good too, if you're not comfortable with free-forming it. I've got a loose homebrew of Fate with only two actions--overcome and create advantage.
 
I came up with the stat system while cleaning my room, so I didn’t actually do anything like research
 
9:52 PM
@BESW oh my goodness, those two actions can cover an incredible variety of things.
 
Just thought “oh here’s what you’d need for a standard away mission plus magic, maybe someone else has other ideas”
 
@Rubiksmoose I started mulling on it when I realized how unsatisfying "attack" often is, and then I read UnWritten which removed conflict-specific mechanics completely.
Basically everything can boil down to "am I trying to set things up better for me" or "am I going against something."
@BardicWizard So, say you want to open a door. You can kick it in (Forceful) or pickpocket a keycard (Sneaky) or jimmy the lock (Careful) or make a big fuss about leaving your phone in the room and convince the janitor to let you in (Flashy)...
28
A: Approaches for shooting?

BESWUse the approach which makes sense for how you're shooting at the time. Approaches were a little difficult to wrap my head around at first. Unlike skills, they aren't about what I'm doing: they're about how I'm doing it. Any approach could be appropriate for shooting a gun, depending on the cont...

 
Incidentally, I need playtesters! I can give people a doc with the rules as they are rn at any time, almost any format (pdf, etc)
@BESW thanks, will look at it after this panel
 
@BESW I'm about to run Masks like now, and now I'm going to be thinking about how each action could almost all be one of those two things. Very clever!
 
@Rubiksmoose I mean, at the end of the day I tend to feel like action resolutions are more interesting when they're based on the skill/approach end rather than the desired outcome end of things (cf Lasers & Feelings, Lady Blackbird), and if you're in a game that wants action granularity you probably want more granularity than that... but it's a good frame for thinking about what kinds of actions a game might want.
 
user15026
10:11 PM
Oh man I forgot about Lady Blackbird as a thing
 
user15026
that was a fun game
 
10:25 PM
yes it was!
 
Lady Blackbird is very good
 

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