Senior Member
Join Date: Oct 2011
Posts: 6,793
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#21 |
Senior Member
Join Date: Oct 2010
Location: Los Angeles, CA
Posts: 199
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So... what is Spirit of the Century?
I really have no idea. |
#22 |
Senior Member
Join Date: Jul 2008
Posts: 1,321
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Quote:
http://www.evilhat.com/home/spirit-of-the-century-2/ Currently Running: Pathfinder Second Edition Currently Playing: Pathfinder First Edition, Star Trek Adventures Former HL Games: D&D 4e & 5e, Mutants & Masterminds 2E & 3E, Savage Worlds |
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#23 |
Senior Member
Join Date: Jan 2009
Posts: 223
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Great to hear you guys will be supporting Fate Core! (Assuming I'm reading the responses correctly) I thought I remembered reading that somewhere along the line, but I couldn't find a reference for it so I wasn't certain.
I've been running Fate Core games since January, using the playtest copy they've been distributing to people who participated in the kickstarter. I'm really enjoying the rules and the ease of adding new rules to them. From what I've seen, the interface for Spirit of the Century will work really well for Fate Core. Can't wait! James Dawsey Vigilance Press at DriveThruRPG.com The Vigilance Press Podcast My Art on Deviant Art |
#24 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Ditto.
While I may not ever be able to convince my players in RL to try it,I see the potential for online games. (Maybe even using it for a revised Dresden Files. ) |
#25 |
Member
Join Date: Mar 2010
Location: IL
Posts: 84
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Quote:
EK |
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#26 |
Senior Member
Join Date: Jan 2009
Posts: 223
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Fate Core is the first edition of FATE that I was able to sit down and read through. I guess pulling the system mechanics out of a setting makes that easier, but it was also much cleaner, more streamlined, and more clearly explained than any of the previous editions. The pdf just went to the printers so the books should be coming out soonish. I'm looking forward to being able to use Hero Lab for Fate core. I've tried messing with Spirit of the Century, but the numbers are much different from Fate Core, and I don't think it can really work without some major access to the "Dials" in Fate.
The "Dials" I'm talking about include: Assigning skill points, Columns, or Pyramid style character creation, number of Aspects, base refresh. Skill cap (which can go up over the course of the game), Custom Stunts and Extras. Addressing the "Fate Fractal" for adding on game elements have their own user-defined traits will also be particularly difficult for Hero Lab, if the way it handles Mutants and Masterminds is any indication. James Dawsey Vigilance Press at DriveThruRPG.com The Vigilance Press Podcast My Art on Deviant Art |
#27 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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With the release of FATE Core to backers as of this morning, are we likely to see any kind of Editor/Game System improvements to handle it anytime soon?
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#28 |
Senior Member
Join Date: Jan 2009
Posts: 223
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For anyone interested, Fate Core and Fate Accelerated are both available in "Pay what you want" variety (including free). It's available from the Fate RPG website here:
http://www.faterpg.com/2013/the-new-...-fate-is-here/ James Dawsey Vigilance Press at DriveThruRPG.com The Vigilance Press Podcast My Art on Deviant Art |
#29 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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Has anyone played around with implementing FATE Core mechanics with the current SotC data?
One thing I'm having trouble figuring out is how to initialize the Fate Points to the Max refresh rate. I've been able to set the refresh rate to 3 through a mechanic, but the Fate Point tracker (trkFate) stays at 10. The Refresh rate is calculated at Setup/10000, so I'm running this at Setup/10001 Quote:
Any ideas how I can set the trkUser initial value to the Refresh Rate? Thanks! TC |
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#30 |
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