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RPM:Rules/Introduction and Worldbuilding

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About Fate

The Fate RPG is a dynamic and flexible roleplaying game built around proactive characters. Fate does not have a default setting to encourage all styles of play. We'll be building our own setting based on an agreed upon idea.

How Fate differs from Dungeons and Dragons, Pathfinder, etc.

In d20 games, character creation and advancement are based on lists of premade items, such as classes, feats, and skills. You choose a race, then you choose a class, then you choose feats, and so on. Fate starts with your concept first. You'll figure out what you want to play from your imagination and then we'll work, collectively as a group, on creating what is needed to play that. That's right, we're creating, not choosing from lists, what you'll need for your character. This can be freeing or intimidating (or both!) for newcomers. Embrace your creativity and we'll have fun.

Another way that Fate differs is that it is expected that each group will modify how the game plays by changing dials, such as skill lists, number or power of stunts, etc, to fit the story or group's play style. The core engine of the game is solid but small, and learning to play it once allows you to play in any other Fate game after an introduction of where the group has the dials set.

Links

What you should know

I would appreciate you reading all of Fate Accelerated (11 web pages).

Worldbuilding (1st session)

To start the campaign we'll be doing some world-building by playing the game Microscope

Character Creation (2nd session)

  • Aspects
  • Skills
  • Mantles
  • Stunts
  • Conditions