[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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