June 18th, 2009


Magic in Spirit of the Century/FATE

So, I just read through Spirit of the Century and really dig the system idea. Especially the idea of multi-faceted open-ended Aspects that work for both the character's benefit and detriment, and the idea that character-building can and should be collaborative*.

It seems pretty easy to adapt SotC to any tech level by changing things like Gadgets and Skills -- and I've found house rules for FATE for things like Star Wars/Firefly, to cover higher technology. Spirit of the Century's default setting also allows for variations between no magic and subtle, psychic-like magic. (Also for everything from conventional science to full-out Mad Science!)

However, one of my favorite genres of games is the Sword and Sorcery style thing, where mages can do things like toss fireballs around. I know EvilHat is working on the Dresden Files RPG in FATE, which has to have a magic mechanic, but I was curious if anyone on this comm knew about house rules to play a higher magic setting. I have some of my own ideas, but I'm curious to know if I'm just reinventing the wheel.

* I've had characters do this in other games I've run or played in, but mostly when a character needs to split an expensive purchase (like a (space or water) ship). As a GM, I appreciate it, since it means that I don't have to provide reasons why the PCs are together as much.
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The Distant Future

Terrible Trouble in Tragidore: Adventure Report

Just finished the adventure module called "Terrible Trouble in Tragidore," which my GM used as a side-quest in our campaign. Has anyone else played the module? Overall, it was a simple, quick (yet interesting and fun) little adventure. We were using 2nd Ed. AD&D.
For those who are interested, here's a synopsis of my character's adventure in Tragidore. Just be warned, if you ever plan on playing the module, that it contains spoilers.

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If you are interested, thoughts/comments/general ridicule are welcome. :)