[Diaspora] Fate Points a la Chronica Feudalis
Jeffrey Hosmer
jhosmer1 at gmail.com
Tue Jan 12 08:52:23 MST 2010
My combats haven't been cakewalks, but my players and I are still new to
this. I believe Diaspora combats are supposed to be short and deadly, to be
more realistic, though YMMV.
On Tue, Jan 12, 2010 at 10:49 AM, Buzz <buzz at buzzmo.com> wrote:
> The reason I'm amenable to the CF hack is that I've found my NPCs run out
> of Fate Points pretty quickly, and combats
> are a cakewalk. I've only run three sessions so far, but I don't think any
> PC has had to take a Consequence yet. But,
> we could just be doing it wrong...
>
>
> > -------Original Message-------
> > From: Jeffrey Hosmer <jhosmer1 at gmail.com>
> > To: diaspora at phreeow.net
> > Subject: Re: [Diaspora] Fate Points a la Chronica Feudalis
> > Sent: Jan 12 '10 8:29am
> >
> > Yeah, it's one of those things that seems like a good idea, but I worry
> > about unexpected consequences when you start changing things in games.
> >
> > Since I'm playing a lot of Diaspora now, my observations will be
> > limited to its effect on that game.
> >
> > First thing that occurs to me is that it would have a bad effect on the
> > mini-games. It seems to me that the mini-games have a built in
> limitation
> > in that eventually everyone runs out of chips and has to accept the
> > consequences of die rolls or seek a concession. This method of handling
> > Fate Chips gives an infinite supply to the NPCs (and then to the
> players).
> >
> >
> > Next, if the NPC tags or invokes a lot of things, he could Take Out a
> PC...
> > making the extra Fate Chips a poor consolation to the player. This
> could
> > be countered by capping the amount of invokes and tags an NPC can make.
> >
> > I'm sure there would be other consequences. Over all, this method of
> > handling Fate Chips seems better suited for a Pulp-ier game than
> Diaspora.
> >
> >
> > On Tue, Jan 12, 2010 at 9:18 AM, Buzz <[LINK: mailto:buzz at buzzmo.com]
> > buzz at buzzmo.com> wrote:
> > FYI, I was the one who asked that on the FATE Yahoo! group, and I would
> > also love more insight into using it as an
> > option.
> >
> >
> > > -------Original Message-------
> > > From: Jeffrey Hosmer <[LINK: mailto:jhosmer1 at gmail.com]
> > jhosmer1 at gmail.com>
> > > To: [LINK: mailto:diaspora at phreeow.net] diaspora at phreeow.net
> > > Subject: [Diaspora] Fate Points a la Chronica Feudalis
> > > Sent: Jan 12 '10 5:40am
> > >
> > > I was reading the FATE mailing list, and someone mentioned the way CF
> > uses
> > > NPC Fate points. Instead of giving the NPCs a set amount of Fate
> > Points,
> > > it gives them none, but when the NPC wants to invoke or tag, the GM
> > must
> > > give a Fate Point to whichever PC is most effected by the NPC's
> > action.
> > >
> > >
> > > This appeals to me because then I don't have to keep track of
> > multiple
> > > little piles of chips, but I worry that it might majorly screw with
> > the
> > > Fate economy and the feel of the game in Diaspora. Does anyone have
> > any
> > > ideas about using this system, pro or con?
> > > --------------------
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