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You know, at first I wasn't sold on Fate, but the Aspect system has the potential for hilariousness.

Aspects like [I Have a List for That], [Explosions First, Questions Never], and [The World in Her Head] would be pretty great.

e:

Though... Aspects also represent a kind of complication due to the quest format: unless there's a break every time Hazou is hit with a Compel, it does mean that things will happen outside of our control. Which may just be something we have to get used to, but it certainly wouldn't feel good.
 
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You know, at first I wasn't sold on Fate, but the Aspect system has the potential for hilariousness.

Aspects like [I Have a List for That], [Explosions First, Questions Never], and [The World in Her Head] would be pretty great.

e:

Though... Aspects also represent a kind of complication due to the quest format: unless there's a break every time Hazou is hit with a Compel, it does mean that things will happen outside of our control. Which may just be something we have to get used to, but it certainly wouldn't feel good.

Huh what else would we get?
  • [Screw the Rules, I Have Explosives] for the entire team as long as we're all stocked up.
  • [They're Like Fish in My Barrel] for Nobby in wet situations.
  • [Civil Engineering for Fun and Profit] for Mr.MEW
 
Huh what else would we get?
  • [Screw the Rules, I Have Explosives] for the entire team as long as we're all stocked up.
  • [They're Like Fish in My Barrel] for Nobby in wet situations.
  • [Civil Engineering for Fun and Profit] for Mr.MEW
[Instant Plan, Just Add Chaos] for Hazou's tendency to come up with good plans in the heat of the moment.
e:
[Sealing Prodigy] for Hazou and [I've Got Just the Thing] for Team Uplift's packrat tendencies given the large quantity of storage seals they have access to.
 
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You know, at first I wasn't sold on Fate, but the Aspect system has the potential for hilariousness.

Aspects like [I Have a List for That], [Explosions First, Questions Never], and [The World in Her Head] would be pretty great.

e:

Though... Aspects also represent a kind of complication due to the quest format: unless there's a break every time Hazou is hit with a Compel, it does mean that things will happen outside of our control. Which may just be something we have to get used to, but it certainly wouldn't feel good.

I'd be fine with the QM's just choosing whether or not to make Hazou obey the compel based on his characterisation and the circumstances.

 
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Though... Aspects also represent a kind of complication due to the quest format: unless there's a break every time Hazou is hit with a Compel, it does mean that things will happen outside of our control. Which may just be something we have to get used to, but it certainly wouldn't feel good.
...? I'm confused. Hazō already does things outside of your control, and y'all literally asked for it to be that way. You voted to give him agency so that he would avoid doing things that were to your detriment given appropriate in-universe knowledge. Besides, Compels are always related to your aspects, meaning they are really just "here, have a Fate Point if you act in character".
 
...? I'm confused. Hazō already does things outside of your control, and y'all literally asked for it to be that way. You voted to give him agency so that he would avoid doing things that were to your detriment given appropriate in-universe knowledge. Besides, Compels are always related to your aspects, meaning they are really just "here, have a Fate Point if you act in character".
I suppose that's true. :p Call it paranoia, then, I suppose.
 
Another aspect to Dresden Files is that compels can go the other way across the table. If you know (or guess) an NPC's aspect it's possible to compel them to act on it. A GM can refuse the compel, of course, but probably won't if it makes sense. That is a really nice aspect to the game, that understanding other people and who they are at the core is so important.

I do note that despite using the same mechanics, Social Combat is best played a little differently than regular combat. Social Consequences work great in theory, but are often hard to really explain in the fiction if the social combat doesn't seem very high stakes. How I recommend doing it is that if the stakes actually are pretty low or if typical social consequences are hard to justify, most people will just give up and be Taken Out (meaning they go along with what you wanted). Or alternately, if a Social consequence doesn't seem appropriate, default to a Mental Consequence instead.

Hmmm....

Kagome seems like someone who once took an Extreme Mental/Social consequence and is gradually trying to transition it to a less-bad Aspect instead.
 
Kagome seems like someone who once took an Extreme Mental/Social consequence and is gradually trying to transition it to a less-bad Aspect instead.
And finally, standing behind them all was Ayako, just like he remembered her.

"Kagome," she said, "I've made a terrible, terrible mistake and I'm sorry for everything. After all these years, I finally realise what an amazing man you are. Won't you please be my boyfriend?"

"No," Kagome said, but gently, because he was good at understanding other people's feelings and not accidentally offending them or making things worse.

"I have my family now, the one I always wanted, and they're all I'll ever need."
It certainly does seem that way, doesn't it? :p
 
More DF Fate comments...

Though your High Concept and Trouble Aspect are pretty fixed, I find it useful to be constantly tinkering with the other Aspects. Usually there's not much else to do with Minor Milestones, so using them to adjust less important aspects is a great way to represent how the character is constantly growing and changing.

Another thing that is sometimes hard to balance in FATE is "aspects don't do anything unless you invoke them with a fate point" versus "aspects are always true". An aspect being true should always be the starting point for the fiction even before getting to the dice roll. Often an aspect can serve as "permission" to do something which would be impossible without the aspect (or an appropriate stunt).
 
More DF Fate comments...

Though your High Concept and Trouble Aspect are pretty fixed, I find it useful to be constantly tinkering with the other Aspects. Usually there's not much else to do with Minor Milestones, so using them to adjust less important aspects is a great way to represent how the character is constantly growing and changing.

Another thing that is sometimes hard to balance in FATE is "aspects don't do anything unless you invoke them with a fate point" versus "aspects are always true". An aspect being true should always be the starting point for the fiction even before getting to the dice roll. Often an aspect can serve as "permission" to do something which would be impossible without the aspect (or an appropriate stunt).
Yeah, but it's more that "All Aspects Are True" mostly only holds when you pay attention to them. There really isn't a penalty to going around your Aspects at times other than the GM noticing and deciding to make that a compel to make you keep to the Aspects. In which case, you either uphold the Aspect and get a FP, or ignore the Aspect and pay a FP to do so...

Ergo, why constantly tinkering with your Aspects' wordings every few milestones isn't a bad idea, because you'll find the character you play grows and changes, and thus their Aspects can morph over time.

Also, anyone else taken a look at DFAE for this? They've got some cool ideas for Conditions and the like to make things more interesting (like In Peril and Doomed), as well as a more free-form ruleset in general.
 
Also, anyone else taken a look at DFAE for this? They've got some cool ideas for Conditions and the like to make things more interesting (like In Peril and Doomed), as well as a more free-form ruleset in general.

But Approaches are bad.

Yeah, but it's more that "All Aspects Are True" mostly only holds when you pay attention to them. There really isn't a penalty to going around your Aspects at times other than the GM noticing and deciding to make that a compel to make you keep to the Aspects. In which case, you either uphold the Aspect and get a FP, or ignore the Aspect and pay a FP to do so...

You're thinking character aspects, but a Dark Room is dark until you light it up, and you can't read a note inside it even if no one spent a fate point to invoke the Dark Room aspect.
 
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@eaglejarl
That was really cool!

Only thing I'd be opposed to is rewarding characters with Fate Points for winning battles. It sets up awesome Shounen style battles where the protagonist can keep going, but it doesn't really seem very simulationist; why would beating people give you more chakra?

I'm also not sure if it will reduce your workload as QMs (it seems like there are way more decision points, not fewer) but if you guys are happy with it, I am!
 
Maybe there should be a separate system set up for chakra as opposed to fate points? (Though, complexity penalties)
 
There has been a lack of aspects related to Noburi, we should work on correcting that if we're going to be going with this system. I'm highly in favor of it by the way.

[I am more than my Bloodline] -> [My Bloodline and I] would be how Noburi might have evolved an aspect over the course of the game.
 
@eaglejarl
That was really cool!

Only thing I'd be opposed to is rewarding characters with Fate Points for winning battles. It sets up awesome Shounen style battles where the protagonist can keep going, but it doesn't really seem very simulationist; why would beating people give you more chakra?

I'm also not sure if it will reduce your workload as QMs (it seems like there are way more decision points, not fewer) but if you guys are happy with it, I am!
Glad you liked it!

Fate Points aren't the same as chakra, and CP would be tracked separately. They fill different needs -- CP tracks how much magic you can do, and FP are a measure of how true to your character you have been + a thank you from the QMs for voting in plans that are fun to write for.

As to more decision points...maybe? I didn't find them obtrusive, and it was definitely less work & more fun than the original MfD rules. It's also hella more flexible.


Maybe there should be a separate system set up for chakra as opposed to fate points? (Though, complexity penalties)
I started to create a Chakra Pool skill, then realized it would be more complicated than I wanted to deal with. Suffice to say that yes, there definitely need to be some rules about chakra.
 
Hm... Pangolin Training Jutsu can increase Might/Endurance instead of Strength/Stamina, maybe, and give a couple extra physical stress boxes?

e: Alternatively, free Inhuman Toughness and Inhuman Strength.
 
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I started to create a Chakra Pool skill, then realized it would be more complicated than I wanted to deal with. Suffice to say that yes, there definitely need to be some rules about chakra.

Are you looking for suggestions? Don't have time right now, but I have a few ideas. Chakra is probably a stress track of some sort; the question is what sort of thing should actually hit the stress track and what should be below the level of bothering to track.
 
One thing Dresden Accelerated adds is instead of all stunts, character types are defined by mantles. Each one is a linked set of conditions and stunts powered by those conditions. Vampired have feeding tracks that they spend on physical stat boosts, wizards have fatigue they can spend on spell bonuses.

This might be something to adapt for ninja with adding a chakra track, and keying stunts off of it, and letting stunts buy extra boxes.
 
Hm. I worry that Fate might be a little too lethal with the house rules proposed...

e: By which I mean, we'll go back to "never engage in combat ever", which will make our dearest eaglejarl sad.
 
Hm. I worry that Fate might be a little too lethal with the house rules proposed...

e: By which I mean, we'll go back to "never engage in combat ever", which will make our dearest eaglejarl sad.
Ooooorr, we'll just need to do enough character development/trauma that we have, like, 10 different aspects all related to punching, so we can milk combat for free FP and get activate lots of +2 bonuses.
 
Are you looking for suggestions? Don't have time right now, but I have a few ideas. Chakra is probably a stress track of some sort; the question is what sort of thing should actually hit the stress track and what should be below the level of bothering to track.

One thing Dresden Accelerated adds is instead of all stunts, character types are defined by mantles. Each one is a linked set of conditions and stunts powered by those conditions. Vampired have feeding tracks that they spend on physical stat boosts, wizards have fatigue they can spend on spell bonuses.

This might be something to adapt for ninja with adding a chakra track, and keying stunts off of it, and letting stunts buy extra boxes.

Full agreement on the subject of a Chakra "stress" track.

I think one of the important questions about running Chakra is "is this something someone can be independantly good or bad at, or is it primarily a function of how good they are at more general ninja stuff?" Does it work to assume people who are equally good at Ninjutsu, by default, have rounds-to-the-same levels of Chakra Capacity and Chakra Control (using Aspects and/or Stunts for individuals who are particularly strong or weak in these fields), or do we want significant variation in Capacity and/or Control between two otherwise equal characters to be the standard?

If your Chakra track's size is going to be variable (I'm pretty sure we all expect a Jonin to be able to use any particular Jutsu more times in a row than a Genin could), I lean towards folding Chakra levels into your best appropriate *jutsu skill, because it seems odd that you could master, say, Fire Jutsu while still having terrible Capacity and Control (see how Control was a prerequisite for pretty much all Jutsu in the old system); the very act of training Ninjutsu in particular should train your Chakra (Gen- and Taijutsu are a little fuzzier, but I think can be made to work). It's a little bit of a win-harder rule (in which people who are better at Jutsu have more Chakra to use said Jutsu with), but one that seems to fit setting and theme.

(also, I have no idea how Evocation works in DF, so no idea how one deals with a challenge with it - I'm writing from the presumption that there will be one or more skills that one rolls to do Jutsu stuff with, for combat uses if nothing else, but there's a lot of different ways that could be set up and I'm not sure where the sweet spot would be. Ninjutsu and Genjutsu could just be top-level skills across from Fists, or Ninjutsu could be broken down into Combat and Utility, or by element, or some completely different methodology)
 
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Ooooorr, we'll just need to do enough character development/trauma that we have, like, 10 different aspects all related to punching, so we can milk combat for free FP and get activate lots of +2 bonuses.
Color me oh-so-surprised that Radvic is in favor of exchanging trauma for power.

It's a win-win for you! :p

e: Potential Noburi aspects:
  • [Silver-Tongued Charmer] or [Ladies' Man]
  • [Don't Underestimate Me] drawn in part from him dunking Neji.
 
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