«

»

Jan 27 2016

MMP#191 – How to GM Fate

ItunesMMpodcastHey Folks. It’s all about running Fate this week as we chat about the game. We run a little long so we only had the Podcast Round up after the workshop. Enjoy.

Time Stamps

0:51 – What’s Going On

10:53 – Workshop: How to GM Fate

    • Why are we doing this?
      • We have heard from a number of people about not having run Fate or being nervous about running Fate.
      • We both have been running Fate since Core released.
      • Our job is make you comfortable with GMing this game.
    • Rules you need to master
      • Aspects
        • See episode 119 for the Garage all about Aspects.
        • Key info
          • Narratively true and mechanically true
          • Invokes and the difference between an invoke and fate point
            • Invoke – Can use as many as you want at one time but is stuck to an aspect.
            • Fate Point – Can only use one on an aspect at a time but you can use them on any aspect.
          • Compells (GM, Self, Group)
            • You can use these to drive story. In fact whenever you give them a task/mystery/quest and it applies one of their aspects that’s a compel since you just made their live more complicated.
      • The Four Actions
        • Emphasis on Create Advantage
      • Challenges, Contests, and Conflicts
      • Stress and Consequences
    • Prepping Your Game
      • Character Aspect List
        • When possible, make a list of all the aspects and put it on one sheet.
        • This will help you when players are looking for ways to invoke aspects
        • This will be invaluable for you to figure out Compels.
      • What goes into a scene
        • Scene Aspects
          • A shorthand way to describe the area.
          • Things that can be used in the scene.
          • Will help when running the scene later.
        • Zone Maps
          • Only if you think a conflict is going to occur
          • If you do use a zone map, put down a few interesting areas as aspects (Pile of Boxes)
      • Building Opposition
        • The Fate Core book does a great job of this.
        • You can simplify this further
          • Give most important skill a +4 or +5
          • Give some other skills a +2 or +3
        • Give your opposition some stats above +4
        • Use Mobs for lesser NPC’s
          • easier to handle in combat
          • mob rule for skills
        • The more Consequences you give an NPC the harder they are to Take Out
        • Asynchronous NPC builds
          • You don’t need to use skills you can use descriptors for the NPCs.
            • Knockout Artist +4, Mortal weapons are nothing to me +6
    • Running Your Session
      • Fate Point Economy
        • Players are going to start with 1-3 Fate Points, maybe more depending on the game.
        • GM’s get a number of Fate Points equal to number of players per scene
          • Remember to reset these between scenes
        • Fate points will be spent by players during the game
        • Compel is the only way to get them back into the hands of the players
          • Find ways to compel them
          • Encourage self compels
          • Compels are not used to screw players; used to make things more interesting
        • The game slows a bit when points run out
          • Not like savage worlds, but it does slow
        • Points always drain during combats
        • Knowing the players aspects helps to compel them
      • Setting Difficulties
        • Review Fate Dice
          • Dice average towards 0
          • Range -4 to +4
        • Fate Core p. 133
        • 2 over skill number is going to use an invoke
        • 2 under is likely be with style
        • This applies to creating your NPC’s as well
      • Aspect/Boost Bloat
        • Mostly occurs during Conflicts
        • Lots of Aspects get put on the table

 

  • Aspects go away when they are no longer true.

 

          • Example: Grappled
        • Boosts appear on ties.
          • Mark them in a way that you can tell when something is a boost vs an Aspect
          • Purge them quickly
        • Conditions are also aspects
          • Put them out on the table
          • Mark them differently and note who they are for
        • I like different fate points for the players and GM.
          • This way you can see who has invokes on an aspect
      • Clearing Aspects
        • Once players get savvy they will start putting aspects via create advantage onto opponents.
        • It can get bulky
        • If you leave too many advantages on an opponent the players will cash them in, in one attack and take out the opponent.
          • This is the first step to Fate scene / encounter design. Once the players understand this you can innovate on what’s going on in a scene.
        • Take turns where the NPC’s take actions to try to clear them.
          • A grappled opponent makes a Physique check to become ungrappled
      • Combat Tips
        • Clear aspects
        • Use Mobs over single, weaker opponents
        • Use and create scene aspects
        • Compel your NPC’s to get more fate points

 

  • Use the Concession rules if you want to end a fight early or want your NPC to live another day

 

        • This gets into the writers table game because you step outside the character level play to decide how the story should proceed within a set of constraints
  • Between Sessions
    • Setting Milestones
      • There are no XP or levels.
      • Character change and advancement occurs through milestones.
      • At the end of your sessions let the players know what milestone has been reached.

1:23:36 – Podcast Round Up

Gaming & BS

She’s a Super Geek

Adamantine Heart

Talking Tabletop

3 comments

1 ping

  1. Christopher M Sniezak

    The one I listened to is called SCRUM by Jeff Sutherland. One if the books I read is call the agile manifesto I think. I’m writing this on my phone but I’ll double check tomorrow.

  2. David Jay

    What were those project manager books you were reading? Also, I want to officially state that I would listen to the project managing episode–mostly because I’m too often a poor time manager.

  3. roninkakuhito

    The DCc episodes have convinced me that I really don’t want to play that game (some of the creator’s commentary on the art had left a bad taste in my mouth) “There’s charts for thay” is more of a turn off for me now than it was when I threw my hands into the air over MERP at 12.
    All of the cool bits in the game seem to me to be part of Dungeon World, World of Dungeons, Grim World and or Funnel World

  1. 073 Roleplaying Game Classes or No Classes - Gaming and BS RPG Podcast

    […] GMing Fate by Misdirected Mark podcast  […]

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>