Tag Archive: Podcast Round Up

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