Showing posts with label crossbow. Show all posts
Showing posts with label crossbow. Show all posts

Thursday, 6 August 2015

#RPGaDay 2015: Day 6 - Core competences

Prompt: Most recent RPG played

Like Feng Shui before it, Fate Core rocks the
appeal of combining gunplay, swordplay, magic and
cyborg apes.
The most recent game I've played is my by-Skype Fate Core game, Operatives of CROSSBOW. If this were the prompt for Monday it would be No Rest for the Wicked. So it goes. I talked about Fate Core a fair bit last year, I think, but what I love most about it is its flexibility. It's designed as a moderately universal system, and it is in terms of content. You can run pretty much any sort of story under Fate Core, which is not to say that it is the only game you'll ever need. It only has one style of play; as crunchy as you might make the skill set, it is fundamentally a collaborative narrativist game and will never be hardcore simulationist or competitive.

The content customisation is vast, however. Permanent and transitory qualities of people, objects and places are described by Aspects, the abilities of animate beings by Skills and special abilities by Stunts. Anything else can be tacked on. I created three magic systems for CROSSBOW in about an hour, although I'd spend longer if they were a major part of the game or if how they worked mattered.

The next game I have planned will likely also run in Fate Core, because I like being able to stat an NPC in seconds and because an 80s action TV inspired game isn't right for Gumshoe.

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So, my broader discussion is on adaptability.

Generally, the simpler a system, the easier it is to adapt. Fate Core is designed for it, and keeps things nice and simple. Skills are trained abilities and give a flat bonus for rolls based on that skill. Aspects define intrinsic properties and can be invoked by spending Fate points or by Creating an Advantage, an action which either creates or exploits an existing Aspect and usually gives free invokes. Stunts either provide a narrow +2 bonus or some means of bending the rules in a specific situation. Stunts can easily be expanded to provide systems of magic and superpowers, and Aspects to include a heroic origin or mystical nature. Skills are tailored to setting.

Power systems are always the most complicated, often requiring substantial front loading (see for example the Dresden Files RPG,) and the one restriction I would tend to go with in any similar game having played The Dresden Files is 'all wizards or no wizards'. They're just too much more complicated, and while an all-wizard group would all know the rules pretty well (we hope) the players of a vampire, a sea monster and a faerie have no cause to learn those rules and you can end up with the wizard's player and GM spending a lot of time referring to the book (seriously, they're complex as hell, and I played Ascension.) I guess you could be more flexible once you were comfortable with the system, but not at first.

Unisystem Lite was my old go-to for conversion, but again it requires a lot of front-loading. My Stargate and Star Wars ports each had a few bits of description and a crap tonne of Qualities and Drawbacks. Still, it worked pretty well. Gumshoe would almost certainly port easily to pretty much any investigative setting, again with a bit of front loading on career profiles.

D20 on the other hand, basically needs a core book to use. You could work from just the basics, but creating and balancing classes is hard to do and pretty much impossible on the fly, and just look how many professionally produced licensed games screwed it up. This is because D20 is complicated. Its simplest iteration is D20 Call of Cthulhu, best described as an interesting experiment, which pares the system to the bones (its classes are 'offence' and 'defence' and are only very slightly different.) D20 works pretty well for a game with a zero to hero ethos, where PCs start off weak and become mighty, facing appropriate enemies all the way up.

Similarly, anything gritty and simulationist is likely to be rules heavy and thus hard to adapt, even though it should be pretty straightforward since its job is to be a simulation engine and thus relatively free of fiddling narrative conventions. The problem is that each setting then requires fixed rules for anything specific to that setting, which are often difficult to develop on the fly.

Ironically, the worst system to approach for adaptation is something like GURPS, which was to all appearances designed to be a universal, largely simulationist game engine and then incorporated a massive corpus of specific exceptions, including rules for simulating narrative conventions such as Anime Hammerspace.

Wednesday, 12 February 2014

Game Report - Operatives of CROSSBOW

Last night saw the opening session of my Fate Core not-Agents of SHIELD game, Operatives of CROSSBOW, in which an elite-ish team of agents for the Combined Reconnaissance, Operations and Security Service: Bureau of the Otherworldly fight crime and otherworldly shenanigans.

The team: Gordon 'Gordy' Winters, the man in the van; Georgina 'Georgie' Dimes, a mob princess made good; and Elliott 'Milt' Milton, an occult research prodigy.
The brief: Infiltrate a star-studded mob party and discretely plant a monitoring device in a consulting hacker's mainframe; optionally, study his 'unorthodox' security measures and photograph his client list for Interpol.

The Set-up: Georgie looked up an old acquaintance, a low-level fixer named Fred, and leaned on him to provide the invitations. With a reputation for being dangerous to know, this was easy enough.

Georgie: After all, they don't call you Drop Dead Fred for nothing.
Fred: They don't call me that.
Georgie: They will do.

In the requisition phase, a mechanic I added to the game as part of a reputation system, the team successfully requested a stylish handbag with a hidden pocket and a pair of camera glasses to assist them in their efforts. Georgie and Milt rented a dress, a tux and a car and headed for Corley Grange, majestic Berkshire home of Martin 'Hacker' Hayes, while Gordy parked up nearby in the van.

The Mission: At the party, Georgie presented a labradoodle puppy to the birthday girl, Tracey Hayes, and Milt spotted a set of Goetic carvings above the door which he reasoned might be the 'security measures' they'd been told to watch for.

Trouble then struck, as Georgie had a run in with a disgruntled ex, Three-Finger Harry, whom she Once Did Wrong. It emerged in the course of conversation that she once left him in the lurch, standing in a morning suit, in a bank vault, to serve five to ten years.

Harry: I'm only here now because I got out for good behaviour.
Georgie: Good behaviour was never your strong suit. I'm impressed.

This did not escalate into violence, but did make Georgie the Object of Scrutiny, so Milt slipped away to locate the server room, only later realising that he had no means to break in without Georgie, who was currently getting the tour from her host.

With difficulty - although she was the object of scrutiny, by now her host was eager to please, not realising that she had swiped his access card - Georgie made her way undetected to the server room. Milt chanted at the Goetic carvings while Georgie worked the locks with the aid of Hayes' card.

Gordy: You're talking to the doors? Is that really necessary?
Milt: Maybe not, but I don't want to skip it if it is. I could be, I don't know, dragged off to Hell or something.

The room is accessed and, with a lot of long-range assistance, the device planted.

Gordy: No, not that thing; the other thing!

Feeling pretty swish and with Gordy - just barely - now in control of the security systems, they decide to head for Hayes' office and the client list. En route, Milt gets distracted however, by a room full of boxes and urns and canopic jars. He opens one and feels a chill.

Milt: I think there's a problem with the air conditioning.

They don't call him Pandora for nothing.

The rest of the mission goes off without a hitch. They break into the office, search it like bosses, take pics of the client lists, opt not to try to open the safe, just in case they break their streak, and then leave with a certain swagger.

On the flight back, Gordy notices something huge and dark flitting across the moon, but the others see nothing and put it down to screen burn.