Senior Member
Join Date: Jan 2009
Posts: 223
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Couple of tweaks to the current version of Fate Core that we're using that would be helpful.
Mostly, an "Extras" section that lets you add an extra, describe it, and enter how it works. Each Extra should also have a variable Refresh cost that you set. This you can kind of do with Stunts, but when you want to call out certain things as different it makes it very hard to do so. For example: We're doing a Venture City Stories game. Powers are generally grouped together in a separate part of the character sheet from the other stunts, and their cost in Refresh varies tremendously. Currently, I have to do a lot of math for the software and add or subtract a given amount of Refresh from the character manually. I also have to enter all the information about a Power in the Notes tab. Here's an example: Custom Stunt: (Super-Speed) Quote:
Extras can also be Vehicles (Like Mecha) or Sidekicks... things that we need to add for certain games. The software is (as usual) proving super-useful in my current games, and I'm working around some of the limitations, but having a special area for Extras would go a long, long way towards making my life easier. Especially the user-controllable Refresh cost (a simple cost number with up and down arrows would be all I need). James Dawsey Vigilance Press at DriveThruRPG.com The Vigilance Press Podcast My Art on Deviant Art |
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#31 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,321
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1) create a MyTags.1st file, and put this in it: Code:
<group id="Mechanics" name="Mechanics"> <value id="HistRen" name="History Rename"/> </group> a) add an eval script to the mechanic at Initialization/100 : Code:
trustme doneif (hero.tagis[Mechanics.HistRen] <> 0) hero.child[eqHist1].field[UserName].text = "Background" hero.child[eqHist2].field[UserName].text = "Rising Conflict" hero.child[eqHist3].field[UserName].text = "The Story" hero.child[eqHist4].field[UserName].text = "Guest Starring" hero.child[eqHist5].field[UserName].text = "Guest Starring Redux" perform hero.assign[Mechanics.HistRen] (I thought the user_added would provide the delete button, but no such luck. I'm wondering if it's a timing issue.) I think that should be all you need to get the rename and an aspect for the 4th history phase. repeast the bootstrap and adjust the tags for 5. |
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#32 |
Senior Member
Join Date: Aug 2007
Posts: 103
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Hey, guys! Sorry I haven't been posting lately. My Fate group went on hiatus right at the time the beta came out :-(. We're starting up again this week, though, which will be awesome!
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I think the new "character" would have to be simpler than normal, since it might be just a set of aspects. However, it could be more complex than that, having its own stress, consequences, skills, or even stunts. If you really want to embrace the fractal part, it would have to be recursive, allowing the sub-character to have its own sub-sub-character! I don't know if it would make sense for it to just be a full-blown character with some/all of the tabs being optional, or if it would be better to have some kind of variable-complexity options. The latter would be harder to implement, but might make things easier for people to build characters. Last edited by egg_green; March 19th, 2014 at 05:41 AM. Reason: Fixed list quoting |
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#33 |
Senior Member
Join Date: Aug 2007
Posts: 103
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I tried to edit the skill list for my campaign, and I went and checked all the skills I was intending to use. When I compiled the campaign, I ended up with duplicates of all the skills that are in the base skill list.
I'm concerned that a) this is confusing, and b) it seems to indicate that there is no way to easily hide skills for a given campaign. Let me know if I'm just missing something; I don't have a ton of experience with the editor yet. |
#34 |
Junior Member
Join Date: Jun 2011
Posts: 5
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I don't know if this has already been suggested or not, but in the campaign tab of the editor, there should be a means to add a third field in with High Concept & Trouble - to hold (for instance) Race in a fantasy game or species in a sci-fi game.
Also a means to edit the text displayed in the character phases - both the phase name and the text displayed to the user. Lastly, documentation on how to use the editor would not go amiss. Last edited by bombaatu; March 23rd, 2014 at 10:53 AM. |
#35 |
Senior Member
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I can see a point at which it becomes clear that you can only do so much. Fate is so hackable, and so frequently hacked, that I can't think of very many actual campaigns that will be using a completely standard character sheet. For example. now that I've read the Fate Freeport Companion, which replaces the skills pyramid with "skills" based on the d20 stats, and character sheets that include both those and the FAE Approaches, it's obvious that a chargen program as hackable as Fate itself is not going to happen.
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#36 |
Member
Join Date: Oct 2013
Posts: 50
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1. Add and subtract aspects (mostly done) and rename the phases 2. Toggle skills and add new ones (done) 3. Toggle Stunts and add new ones (done) 4. Add/change Stress Tracks (done) 5. Set base Stunt and Fate Points (done) 6. Defining Extras (sort of done as stunts, but not fractally) This is all done through the editor, but it would be nice if some of it could be done in Hero Lab for those who aren't proficient with such editing and are intimidate by it. Especially if you just want to make minor changes. It would also be nice to be able to use the Fractal Concept and have 'children' of a character that can also have 'children'. So you can define items and followers and even places if you want. |
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#37 |
Member
Join Date: Oct 2013
Posts: 50
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Is there a relatively easy way to add in another High Concept and Trouble? I want to be able to add aspects for the group of characters in to each character and want them to have labels to distinguish them from regular aspects (group concept and group trouble). I'd also like them to appear at the top and keep them separate from the historical aspects.
Edit: Looks like I've 'added' it, but it won't display. Anyone know what the two eval scripts look like for the High concept and trouble? That's where I think my problem lies. I don't know what to put in for the eval scripts. Last edited by Viral Platypus; March 26th, 2014 at 01:16 PM. |
#38 |
Member
Join Date: Oct 2013
Posts: 50
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Is anyone using Realm Works and Fate Core together?
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#39 |
Senior Member
Join Date: Jan 2009
Posts: 223
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Hey guys, just wanted to chime in after having used the Fate Core stuff for a while now.
I'm finding the Extras panel INCREDIBLY useful, thanks for adding it! Overall, this has made compiling characters and prepping for games very streamlined and helpful. I really appreciate the hard work you've put into the ruleset. I'd still like an "NPC Light" version of a character setup, something like the "Nameless NPCs" section (Page 214 and 215 of Fate Core System). It'd make setting up encounters or adding a "sidekick" style NPC to a player much easier, but overall things are working pretty well. James Dawsey Vigilance Press at DriveThruRPG.com The Vigilance Press Podcast My Art on Deviant Art |
#40 |
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