[Diaspora] Fate Points a la Chronica Feudalis

Jeffrey Hosmer jhosmer1 at gmail.com
Tue Jan 19 04:20:34 MST 2010


I gave this method a try yesterday, and my table found that it extended
combat in the mini-games.  We did a Space Combat, and the result (for us,
anyway) was that the NPC ships spent Fate and the PCs spent it right back,
making the whole exercise pointless.  I think we also lost the feel of a
desperate battle with dwindling resources.  YMMV.

On Tue, Jan 12, 2010 at 11:58 AM, Brad Murray
<bjmurray.halfjack at gmail.com>wrote:

> On Tue, Jan 12, 2010 at 7:49 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...
>>
>
> Every group is going to play a little differently and find they need to
> tune things accordingly. Increasing NPC skill caps, changing fate point
> distribution, and simply increasing opposition numbers are all good ways to
> do this. If you want an even fight, make the NPCs equal to the PCs -- you
> know that's balanced! :D
>
> I don't think we can really guide anyone on this because it will vary by
> table -- a group of tactically minded and Fate-experienced players running
> military characters are going to demolish 3-cap NPCs in droves unless the
> NPCs are extremely well coordinated (lots of maneuvers setting up free tags
> on individuals) and have some advantage. As the referee you also want to
> resist going easy on the PCs -- they can always escape (and lose!) by
> concession and that, more often than not, creates a story twist that's great
> fun. So push hard.
>
> Going in to a fight I usually explain how I will manage NPC fate to get
> agreement so no one feels they've had a trap sprung on them. Often I use a
> single pool of fate points (like they were a platoon) rather than keep track
> of fate points per NPC (1 per typically). This is simpler and avoids the
> fact that PCs have a pool each but have to make it last through multiple
> encounters, where NPCs are usually only in one scene.
>
> Bottom line is, go with your gut and test it and tell us how it went!
>
> --
> Brad Murray (halfjack)
> VSCA Publishing
>
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