Why you Should be Using: Fate RPG System Toolkit

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  • Опубликовано: 18 дек 2024

Комментарии • 14

  • @gegegebebebe5087
    @gegegebebebe5087 2 года назад +4

    Whoa. I am impressed how much useful information you transported in just 5 minutes. Good job, thx.

  • @mitchelltoye2219
    @mitchelltoye2219 3 года назад +8

    Hey, I appreciate this video and breakdown of the system toolkit!

    • @CastleArchon
      @CastleArchon  3 года назад +1

      Glad to make the video! Subscribe to watch others and support!

  • @neumannjorge13
    @neumannjorge13 3 года назад +2

    I'm new to Fate and I loved the System Toolkit

  • @PossumMedic
    @PossumMedic 11 месяцев назад +2

    I LOVE the idea of the FATE system but I think I need to play a few games before running it 😅
    It's just so different from most OSR and D&D clones that it's thrown us for a loop and we are just stumbling through our Atomic Robo game.
    Still fun! It would just be good to see how it's intended to be run!
    The Atomic Robo rule book is great though and they really used the mode option well!
    I'll definitely check out the toolkit! Thanks! 😃

    • @CastleArchon
      @CastleArchon  11 месяцев назад +1

      Welcome! When you run your first game, I suggest just a comic-bookish 1980's cartoon action show and forego any sense of serious play. Just throw creative ideas in the air and have a hoot. Just a good way to learn rules of FATE. You learn seriousness with it later.

  • @Caitlin_TheGreat
    @Caitlin_TheGreat 2 года назад +2

    I've been running some other systems recently -- but my previous game was a rather high octane cyberpunk game in Fate where I did some fair amount of customization. Lot of fun. But yeah, I'm doing Scum and Villainy now and already planning to do a (new) World of Darkness or Call of Cthulhu game next.
    But! I want to return to Fate for some other ideas. Since some of my players have trouble thinking up of aspects (like for creating advantages) I've also been toying with the idea of making a list of _potential_ aspects/advantages that are generic enough for them to choose from. I'd still want to encourage and reward the players who do come up with their own, but this would be a bit of a safety net for the players who have a hard time.
    But it's really such an easily and smoothly customisable system. I like that you can add depth/layers to characters by giving them a stress track (like I did for one characters super ability that let them do big electricity-based moves by requiring a stunt, a skill and filling up stess to increase effect/scale. I was worried it would be a bit much but it worked out great. I did need to revise and improve the "hacking" to get that on the same level. The system toolkit has fantastic ideas and suggestions to use or base your own things on.
    I'm torn between using Fate or Kids On Bikes for a children versus monsters I'm a small town game I've wanted to do, too. Or use Fate for playing as a party of actual animals in a D&D kind of world. There are endless options.

    • @CastleArchon
      @CastleArchon  2 года назад

      What yo mentioned is one of the reason players can choose to change a skill later. Kind of unusual for an RPG to allow that, but I can see the point in this kind of narrative system where you are married to a character for a while. Not like "save vs poison or die" gaming where PCs have a short life span.

  • @paulll47
    @paulll47 2 года назад +5

    I must be stupid but I didn't find Fate easy to learn at all, I've GMd some OSR games and have been playing vampire and cyberpunk since I was 15 but understanding this fucking system proved to be a challenge and I still don't feel comfortable enough to run anything with it.

    • @CastleArchon
      @CastleArchon  2 года назад +5

      I would suggest playing with others that know the system. The flow is certainly different than normal RPGs.