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[Star Wars PBP] The FATE of the Rebellion IC / OOC: Fit Has Hit the Shan

ElvenshaeElvenshae Registered User regular
edited February 2015 in Critical Failures
Hey, everyone!

So I recently got my hands on a copy of FATE Core, and I've long wanted to run a Star Wars game focusing on the exploits of a rag-tag bunch of misfits who are just about to complete their starfighter training. So, the way I see it, we should see if these two great tastes taste great together, together! Will it be chocolate and peanut butter? Or will it be lobster and creme brulee? Who knows! Help me find out; you're my only hope.

My Bona Fides
I've been playing and running games for about 20 years now, focusing mainly on D&D (and d20 variants, including all 3 WotC SW versions, Saga preferred), MERPS, and Ars Magica (back in the day). I have made short diversions into d6 Star Wars, Shadowrun, and GURPS (mainly as a player in those). I like trying out new systems, just to see what makes them tick. I haven't been able to try out FATE yet, either as a player or as a GM, and it's a bit hard to find good examples of play, so in the interest of learning and teaching this [relatively] new system, I've decided to just bite the bullet and run a game in it. That's where you come in!

The Setting
http://starwars.com/play/online-activities/crawl-creator/index.jsp?cs=2hv853m2ex

The players will take the part of starfighter trainees, just on the cusp of completing their training and being assigned to a real squadron, in the heady days of the Rebellion just after their victory over the first Death Star. Characters should be at least competent starfighter pilots,* and should plan on fitting into standard Rebel and Imperial fighter cockpits (e.g., no Herglics!). Since this is the midst of the Rebellion, Jedi characters are right out. Force sensitivity isn't, necessarily, but it's also a good way to get the IMPERIAL INQUISITORS really interested in tracking you down.

So, before I go too far down the rabbit hole of posting rule specifics (e.g., which skills we're using from FATE, how we're handling vehicle piloting, etc.), I want to see if there is enough interest. I'm looking for 4-5 active players, willing to put it all on the line to take down the Empire and secure a safe, peaceful future for the Galaxy.**


* And, as the FATE rules mention, FATE characters are generally competent people who get stuff done. Bumbling apprentices and pacifist droids need not apply!
** Well, until the Vong show up and render everything you did meaningless, at any rate.

Elvenshae on
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  • ElvenshaeElvenshae Registered User regular
    edited January 2015
    Reserved for rules stuff.

    WHAT IS THIS FATE THING, ANYWAY?
    Maybe you don't actually know what FATE is! First off, it's freely available, so you can go read through to your heart's content. FATE is a roleplaying game which uses FUDGE dice (d6s with +,+,blank,blank,-,-) and a flexible skill system to resolve actions.

    The main cool thing about FATE, for me, is Aspects. These are, to put it in as few words as possible, Things You Might Capitalize When Talking About Your Character. Like, Han Solo? He's a Roguish Flyboy, he's got a Secret Heart of Gold, and he's Massively In-Debt to Jabba the Hutt.

    Aspects come up in play pretty often, if they're good (and there's a lot of discussion around what makes good Aspects out there). You can use them to benefit you, when you're doing something appropriate to one of them. For instance, Han Solo needs to pull off a tricky maneuver, so he could sped a Fate point to get a bonus because he's a Roguish Flyboy. Or, maybe he could spend one to make the adminstrator of this Cloud City someone he knows from way back, because he's been dealing with crime syndicates a lot (hence being Massively in Debt). And I, as the GM, could give Han Solo a Fate point to make things more difficult for him, like, "Well, you're Massively in Debt to Jabba the Hutt, so it would make sense that some bounty hunters track you down and hold you at gunpoint as you try to leave the cantina in Jabba's hometown; sucks to be you!"

    This back-and-forth Fate point economy is one of the driving forces of the game.

    Game Creation Worksheet

    Game Name: THE FATE OF THE REBELLION
    Check out our Obsidian Portal site
    Setting / Scale: In and around the Tapani Sector, shortly after the Rebellion's victory at Yavin.

    Current Issues:
    • The Empire Is Everywhere: The Empire is determined to prove its might after the setback encountered at Yavin IV.
    • The Rebellion Needs Allies: The Rebellion has taken the first steps to demonstrate that it is a viable power in the galaxy, and now needs to solidify its position.

    The PCs
    • @Captain Carrot
      • Custom-Built Droid Pilot ("CBDP", "Cabbie"); Octodroid
      • High Concept: Spider Droid Pilot
      • Trouble: It's Not Easy Being Gray.
      • Phase 1: I'm Custom-Designed, Sir.
      • Phase 2: Flying Buttress
      • Phase 3: Cabbie Knows When to Shut Up.
      • Species: Droid
      • Skills:
        • +4: Pilot
        • +3: Slicing, Notice
        • +2: Stealth, Investigate, Will
        • +1: Physique, Mechanics, Rapport, Athletics
      • Stunts
        • That Doesn't Compute: Use Slicing rather than Empathy to detect a lie.
        • 100101101010100101: +2 when communicating with another droid to create an advantage.
        • Spider-Droid, Spider-Droid: +2 to navigate difficult terrain (broken ground, ice, up a wall).
      • Refresh: 3
      • Fate Points: 3
      • Physical Stress: 1, 2, 3
      • Mental Stress: 1, 2, 3
    • @jdarksun
      • Slyssk; Trandoshan Warrior
      • High Concept: Big Gun Hunter
      • Trouble: Loose Cannon
      • Phase 1: I Always Repay My Debts
      • Phase 2: Friends in Low Places
      • Phase 3: Demolition Man
      • Species: Trandoshan
      • Skills:
        • +4: Shoot
        • +3: Physique, Pilot
        • +2: Fight, Mechanics, Notice
        • +1: Athletics, Investigate, Resources, Will
      • Stunts
        • Pain is Scary: You can use Physique instead of Provoke when intimidating for information.
        • I Have You Now.: Once per conflict, you can force the opponent to use a mild consequence instead of a 2-point stress box on a successful Shoot attack with a heavy weapon.
        • Big Guns for Big Targets: Once per conflict, you can force the opponent to use a mild consequence instead of a 2-point stress box on a successful Shoot attack with a vehicle weapon.
      • Refresh: 3
      • Fate Points: 3
      • Physical Stress: 1, 2, 3, 4
      • Mental Stress: 1, 2, 3
    • @Steelhawk
      • Caleb Tanveer, Human Farmboy
      • High Concept: Born into the Saddle
      • Trouble: Young & Stupid
      • Phase 1: Started from the Bottom
      • Phase 2: Putting Two and Two Together
      • Phase 3: What? It's Only a Star Destroyer
      • Species: Human (Tallaani, Tapani)
      • Skills:
        • +4: Pilot
        • +3: Investigate, Will
        • +2: Notice, Stealth, Shoot
        • +1: Athletics, Fight, Mechanics, Rapport
      • Stunts
        • Transport Pilot: You take no penalty on Pilot checks when flying a transport-sized craft.
        • Hard to Shake: Hard to Shake. +2 to Drive whenever you’re pursuing another vehicle in a chase scene.
        • Face in the Crowd: +2 to any Stealth roll to blend into a crowd. What a “crowd” means will depend on the environment—a subway station requires more people to be crowded than a small bar.
      • Refresh: 3
      • Fate Points: 3
      • Physical Stress: 1, 2
      • Mental Stress: 1, 2, 3, 4
    • @PACherrn
      • Val Ri'Ar; Displaced Alderaanian Noblewoman
      • High Concept: Landless Noble
      • Trouble: Notorious Terrorist
      • Phase 1: Hellbent on Revenge
      • Phase 2: TBD
      • Phase 3: TBD
      • Species: Human (Alderaanian)
      • Skills:
        • +4: Fight
        • +3: Athletics, Stealth
        • +2: Notice, Physique, Pilot
        • +1: Mechanics, Shoot, Slicing, Will
      • Stunts
        • Hardcore Parkour: +2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.
        • Danger Sense: You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
        • Surgical Strikes: When using Mechanics in a conflict involving machinery, you can filter out unwanted targets from whole-zone attacks without having to divide up your shifts.
      • Refresh: 3
      • Fate Points: 3
      • Physical Stress: 1, 2, 3
      • Mental Stress: 1, 2, 3
    • @JohnnyCache (In Reserve)
      • Kazar D'Zor, Falleen Noble
      • High Concept: Causehead Dilettante
      • Trouble: Showing my Space Republican Parents a Thing or Two
      • Phase 1: Toy Soldier
      • Phase 2: Looks at the Big Picture

    Faces and Places:
    • Grand Admiral Octavian Grant: Imperial Grand Admiral, military genius, Tapani Nobleman, Noted Bigot
      • Born Better than You
    • The Tapani Sector
      • House D'zur: A Falleen noble family, strangely resilient against the humanocentric bias of the Empire
    • Secret Rebel Starfighter Training Facility
      • Captain Ignast Sligo - Human Male from Taanab; Commander, 3rd Training Squadron "Taanab Green Aces"
        • You Can't Trust Droids.
      • Major Dam Laress - Human Female from Dantooine; Commander, Rebel Training Facility
        • You Have to Trust Your People.
      • Technical Sergeant
    • Rogues and Ne'er-do-wells
      • The Captain - [Human?] Female from [???]; Captain on the Pleurodina, an aging Ghtroc 720
      • Larro - [Human?] Male from [???]; Engineer on the Pleurodina, an aging Ghtroc 720
        • I Only Fix Them and Fill Them.

      Dials:
      • Number of Aspects: 5 + 1 (Species, Planet of Origin)
      • Number of Phases: 3
      • Skill Cap: Great (+4)
      • Skill Pyramid or Columns: Pyramid
      • Refresh Rate: 3
      • Number of Initial Stunts: 3
      • Types of Stress Tracks: Physical and Mental
      • Default Number of Stress Boxes: 2
      • Default Consequence Slots: 2 / 4 / 6

      Skills:
    • Mechanics: Replaces Crafts and works the same way.
      • Pilot: Replaces Drive and works the same way; the Pilot skill covers all craft up to starfighter-sized, including personal repulsorlift vehicles; piloting anything larger is done at a penalty: transport-sized vessels (e.g., YT-1300) take a -2 penalty, small capital ships (e.g., Corellian corvettes) take a -4 penalty, and large capital ships (Star Destroyers) take a -6 penalty.
        • Stunt: Transport Pilot: You take no penalty on Pilot checks when flying a transport-sized craft.
        • Stunt: Capital Ship Pilot (Requires Transport Pilot): You take no penalty to Pilot checks when flying a small capital ship, and only a -2 penalty when flying a large capital ship.
      • Science: Replaces Lore and works the same way.
      • Slicing:
        • Permissions: Possession of a datapad (assumed if you take the skill)
        • Costs: Skill ranks
        • The Slicing skill allows you interact with computers and teched-up objects in a way that most people can’t. You can get inside the machine’s head, talk to it like most people would chat to a friend, and fight it like you’re in a bar brawl. Of course, that means the machine can also do that stuff to you.
        • Overcome: Use Slicing to fix a malfunctioning computer system, bypass security lockdowns and other obstacles by slicing your way through, force a piece of tech to trigger a programmed response, and keep a piece of tech from triggering a response.
        • Create an Advantage: Use Slicing to learn about the properties of a particular piece of tech (i.e. learn its aspects), to diagnose malfunctions in a computer system, to plant fake signals or false information in a computer system, and to create disruptions.
        • Attack: Use Slicing to break down a computer system directly.
        • Defend: Use Slicing to defend against attacks from computer systems. Failed defense rolls will result in mental stress and consequences.
      • Remaining changes TBD

      Stunts and Extras:
      • Slicing: New skill; see above
      • Starfighters and Vehicles:
        • Permissions: None; understood as part of the game's theme
        • Costs: Skill ranks (Pilot), Aspects, Stunts
        • Aspects: Dependent upon the vehicle (usually 1-3).
        • Stunts: Dependent upon the vehicle.
      • Remaining changes TBD

    Elvenshae on
  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Ooh, definitely interested in a Star Wars game that isn't hampered with a class-based system. Are non-pacifist droids okay?

  • ElvenshaeElvenshae Registered User regular
    Ooh, definitely interested in a Star Wars game that isn't hampered with a class-based system. Are non-pacifist droids okay?

    Well, there's kind of an issue with droids having behavioural limiters and all that jazz, plus left-over combat droid hatred from the recently-ish concluded Clone Wars, and I don't know if they'd require special handling in the FATE rules, but if you're willing to work through that stuff, then so am I!

  • JohnnyCacheJohnnyCache Starting Defense Place at the tableRegistered User regular
    edited November 2013
    I know nothing about fate but a star wars game not centered around being jedi sounds bad. Ass.

    Edit: looks like it's based on fudge? I have fudge somewhere but not fate

    JohnnyCache on
  • ElvenshaeElvenshae Registered User regular
    I know nothing about fate but a star wars game not centered around being jedi sounds bad. Ass.

    That makes two of us!

    [Almost; I've read the rules several times and cribbed some of the character creation stuff for my D&D games - back when it was from Spirit of the Century.]

    There's a free FATE SRD available here: http://fate-srd.com/

    I should add that to the RULES POST.

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Elvenshae wrote: »
    Ooh, definitely interested in a Star Wars game that isn't hampered with a class-based system. Are non-pacifist droids okay?

    Well, there's kind of an issue with droids having behavioural limiters and all that jazz, plus left-over combat droid hatred from the recently-ish concluded Clone Wars, and I don't know if they'd require special handling in the FATE rules, but if you're willing to work through that stuff, then so am I!
    Being a droid would be part of the High Concept, maybe part of the trouble, and specific droid history would also be an aspect, but FATE is incredibly flexible.

    Idea: the droid is the pilot for a highly-experimental drone, that flies with the other fighters but exists to dodge around and jam enemy sensors/communication. No problems with behavioral limiters, but still provides a useful function in the dogfight, and better than anyone else could in some ways since there would be no need for life support and such.

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    I'm interested. Don't know FATE per say but I like MHR. Plus X-wing or B-wing pilot is my shit!

  • ElvenshaeElvenshae Registered User regular
    Elvenshae wrote: »
    Ooh, definitely interested in a Star Wars game that isn't hampered with a class-based system. Are non-pacifist droids okay?

    Well, there's kind of an issue with droids having behavioural limiters and all that jazz, plus left-over combat droid hatred from the recently-ish concluded Clone Wars, and I don't know if they'd require special handling in the FATE rules, but if you're willing to work through that stuff, then so am I!
    Being a droid would be part of the High Concept, maybe part of the trouble, and specific droid history would also be an aspect, but FATE is incredibly flexible.

    Idea: the droid is the pilot for a highly-experimental drone, that flies with the other fighters but exists to dodge around and jam enemy sensors/communication. No problems with behavioral limiters, but still provides a useful function in the dogfight, and better than anyone else could in some ways since there would be no need for life support and such.

    Hm - highly experimental, super-specialized hardware seems like the sort of thing the Rebellion would be going out and stealing from the Empire, rather than something a rookie graduating starfighter class would be dealing in. How about keeping that as a long-term goal?

  • jdarksunjdarksun Struggler CORegistered User regular
    Carrot could be a training droid with the inhibitors turned off. Or tricked into thinking that they're still on. Sort of a reverse, artificial Ender.

    I am also super interested.

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    It might be highly-experimental less in the sense of "awesome idea but really hard to do" and more "throw that junk together and see if it'll help, we need whatever we can get". The trouble might just be dealing with prejudice from people who think the whole concept is a waste of equipment and fuel.

  • jdarksunjdarksun Struggler CORegistered User regular
    Also fear and hatred from flesh & blood stick jockeys.

  • ElvenshaeElvenshae Registered User regular
    It might be highly-experimental less in the sense of "awesome idea but really hard to do" and more "throw that junk together and see if it'll help, we need whatever we can get". The trouble might just be dealing with prejudice from people who think the whole concept is a waste of equipment and fuel.

    Ahah! When you put it like that, I think I can see how it fits in a bit better. Less, "hush hush super secret project" and more "squadron mechanics threw this together off-the-clock." I can dig that!

    So, it looks like we've got four interested parties, which meets my "get this off the ground" criteria, which is awesome considering how short a time since I out this up.

    I'll give people a little longer to see if someone else wants to hop in, but y'all should plan on starting char gen soon. Thanks for volunteering for this experiment with me!

  • JohnnyCacheJohnnyCache Starting Defense Place at the tableRegistered User regular
    Or just a training DROID with the ability to tell if the current situation is or is not training sliced...

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Might have been one of the conditions for the project's approval; whoever's in charge didn't like the idea of an autonomous lethal droid.

  • ElvenshaeElvenshae Registered User regular
    CREATING THE GAME

    Since FATE is a toolkit for running a game, and does not have an assumed setting like most RPGs, the first part of running a FATE game is tailoring it to the game you want to run. It has several steps to go through when creating the game, so let's do them together! The key point to keep in mind is that characters in FATE games should be:
    1. Proactive: Characters in a game of Fate should be proactive. They have a variety of abilities that lend themselves to active problem solving, and they aren’t timid about using them. They don’t sit around waiting for the solution to a crisis to come to them—they go out and apply their energies, taking risks and overcoming obstacles to achieve their goals.
    2. Competent: Characters in a game of Fate are good at things. They aren’t bumbling fools who routinely look ridiculous when they’re trying to get things done—they’re highly skilled, talented, or trained individuals who are capable of making visible change in the world they inhabit. They are the right people for the job, and they get involved in a crisis because they have a good chance of being able to resolve it for the better.
    3. Dramatic: Characters in a game of Fate lead dramatic lives. The stakes are always high for them, both in terms of what they have to deal with in their world, and what they’re dealing with in the six inches of space between their ears. Like us, they have interpersonal troubles and struggle with their issues, and though the external circumstances of their lives might be a lot bigger in scope than what we go through, we can still relate to and sympathize with them.

    So, as the GM, it's my job to put your characters in situations where those traits come to the fore, and you help out by choosing character who can meet those challenges. So let's get down to creating this game.

    THE SETTING

    Most of the work here is already done for us, because our setting is STAR WARS - specifically, STAR WARS during the Rebellion right after the Rebel victory at Yavin IV and the destruction of the first Death Star. The players will be taking on the role of characters who are part of a Rebel training squadron at a hidden Rebel training facility who are just about to graduate. Since this is FATE, the characters should already be decent pilots at this point, and we'll explore a bit more about that when we get to the character creation stage. Key points to think about here is how devastatingly angry the Emperor is with his new battlestation wrecked, and how the Rebellion has suddenly just established itself as a legitimate threat the Empire.

    THE SCALE

    Next, we determine how epic in scope vs. how personal our game is going to be. My thoughts here are, well, it's Star Wars - space opera at its finest. While I'm not slave to the canon (otherwise I wouldn't be running a game set during the films), I'd like to focus on the parts of the Rebellion where the movie main characters don't show up all that often, and therefore on something a little more local in scope. For those of you who have played it before, think of the Tapani sector. Well, to start, at least. Here, I'd really like your opinions on what kind of game you'd like to see.

    THE BIG ISSUES

    Here is where we first encounter the creation of Aspects, when we lay out the two (plus or minus) main things that will be driving the action in our game. These two Aspects are important, because they'll probably exist in some form for the entire game, and they're available as invocations and compels for everyone. Before we get much further, let's talk about what that means.

    Aspects: Invocations and Compels: A Sidebar
    Aspects are, as mentioned before, Things You Might Capitalize When Talking About Your Character. Like, Han Solo? He's a Roguish Flyboy, he's got a Secret Heart of Gold, and he's Massively In-Debt to Jabba the Hutt. A key feature of Aspects is that they should have both negative and positive ways to look at them. Like, being Massively In-Debt to Jabba the Hutt obviously means that you've got a powerful gangster and his minions chasing after you, putting up your picture with "WANTED: LOTS OF CREDITS" written on it in every two-bit tapcafe and cantina in the Outer Rim (which is Bad). However, it also means you've had extensive dealings with the criminal underworld, your probably know how to move in those circles, you've got contacts that probably won't sell you out too quickly, that sort of thing (which is Good).

    Invoking and compelling are the two ways in which you use an Aspect, when it isn't serving as a general roleplaying guideline. When you invoke an Aspect, you are stating that some part of that Aspect will help you out here, and you can either improve a dice roll (+2 to a roll, or reroll entirely) or state some story-based factor that the character realistically would have no control over (e.g., that you actually have a hydrospanner with you, or that you know the somewhat-shady administrator of the backwater Tibanna gas mining facility from back in the day). Invoking costs you a Fate point (most of the time).

    Similarly, compelling happens when someone (usually me, as the GM) decides that, hey - your character is in a situation that won't go well or will probably get worse because of their Aspects. This usually comes in the form of, "You have ____ aspect and are in ____ situation, so it makes sense that, unfortunately, ____ would happen to you. Damn your luck," or "You have ____ aspect and it makes sense that you would do _____ action, which doesn't work out." For the Han Solo example, that might be: "You have the Massively In-Debt to Jabba the Hutt aspect and are in a cantina in Mos Eisley, so it makes sense that, unfortunately, one of Jabba's goons would shake you down for all the money you just got paid. Damn your luck." When one of your Aspects is compelled, you have a choice - you can accept the complication, and get a Fate point; or, you can pay a Fate point to avoid the complication entirely. Taking the second option is a tough choice, because accepting Compels is generally how you regenerate your store of Fate points, which let you do more cool things later on - and, it generally drives the story in an interesting direction, if we're all doing it right.

    So, the big issues are Aspects which apply to everyone - NPCs and PCs alike - and serve as the fundamental driving forces of the adventure. They come in two flavors: Current (things which are happening now), and Impending (things that are about to happen). Lots of games like to use one of each - something Current to keep things moving while fighting to prevent the Impending issue. I think, for this game, that we might want to focus a little bit more on the short-term, and use two Current issues, but I'll open this up to group discussion - they should tie in with the scale we select.
    Fate SRD wrote:
    Current Issues: These are problems or threats that exist in the world already, possibly for a long time. Protagonists tackling these issues are trying to change the world, to make it a better place. Examples: a corrupt regime, organized crime, rampant poverty and disease, a generations-long war.

    Impending Issues: These are things that have begun to rear their ugly heads, and threaten to make the world worse if they come to pass or achieve a goal. Protagonists tackling these issues are trying to keep the world from slipping into chaos or destruction. Examples: an invasion from a neighboring country, the sudden rising of a zombie horde, the imposition of martial law.

    The first current issue seems to be pretty obviously "The Empire."

    Thoughts?

    @Captain Carrot
    @Grunt's Ghost
    @jdarksun
    @JohnnyCache

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Issue 2: The stabilization and firm establishment of the Rebellion as a non-ephemeral entity. People should be starting to think that the rebels might succeed, and probably won't lose soon.

    Scale: This could easily focus more on the progress of the war, and the expansion of the Rebellion, two things the movies pretty much ignored. Local-ish, certainly.

  • jdarksunjdarksun Struggler CORegistered User regular
    So, I'm a pretty big Star Wars Nerd. I also GM Star Wars games constantly, and one of the things I sometimes like to get out front is that I'm not afraid to fuck with canon. I dunno how close to "events as written" you want to deal with, so take everything I say with a grain of salt and you are totally welcome to go "no, fuck that, that's stupid/boring/whatever, let's do this instead." I know I do.

    Example...
    In my SW: EotE game, the party of mercenaries started off as Black Sun thugs, got roped into doing some off-jobs for an overzealous Imperial Security Bureau Agent, helped weaken the Rebellion, tried to hack R2-D2, destroyed C3-P0, disintegrated Han Solo, left Chewbacca to die, kidnapped Princess Leia and turned her over to the Imperial Inquisition, and fended off the Rebels that were trying to rescue Luke from the same fate.

    Of course, I changed all the names and likenesses, so they had no idea what they were doing at first. Once they figured out they had decimated the Rebellion's command staff, they betrayed the ISB Agent in an epic space battle, stole his Interdictor, and scouted out Korriban in prep for a daring rescue next week.

    My thoughts on stuff...

    THE SETTING - The Empire is on the warpath following the destruction of the first Death Star. The Rebel fleet is fighting a series of rearguard actions, trying to stay out of the way of the overwhelming Imperial forces. It's also a time of establishing more allies, bringing in better tech, and daring raids. Every military engagement is vitally important, as it either further establishes the Rebellion's military legitimacy... or results in the loss of incredibly valuable war materials.

    THE SCALE - I don't know much about the Tapani sector (yay!), but to me, I don't know how things get much bigger than starfighter battles. Except, maybe, really big starfighter battles. There could be some interpersonal conflict.

    THE BIG ISSUES - I might spice up "The Empire" a bit to something like "The Empire Wants Us All Dead, Including You, Yes You, Specifically". But even so... how would I Invoke that? Probably to do something specifically against the Empire, like shooting at a TIE fighter... but if that's the case, when would I not? Something like "All Out War" has a similar problem.

    What if we turned it around a bit? "Known Rebel Agents" or "Known Rebel Starfighter Pilots"? Or maybe just "Members of the Rebellion"? We could Invoke it when trying to leverage our status, you could Compel it any time things got even a little bit hairy.

    As for an Impending Issue... maybe "The Rebellion is on the Run" or "Looking for Allies", depending on what you want to focus on?

  • ElvenshaeElvenshae Registered User regular
    edited November 2013
    jdarksun wrote:
    I might spice up "The Empire" a bit

    Yeah - that part comes when we turn it into a real aspect, which we'll do after character creation. I like the direction of your thoughts, though, and was already thinking about something like, "The Empire is Everywhere" or maybe "The Empire's Hunters are Everywhere." Food for thought.

    As far as scale goes, I think the Fate SRD gives a pretty good example of what a small focus is. Their main example game is a swords-and-sorcery adventure where the "heroes" spend their time as swords for hire for local barons, petty lords, and town mayors, rather than a Final Fantasy-esque or LOTR "Epic Quest to Save the World (TM)." So, in this case, a tighter focus might be "We need to bring [System] into the Rebellion," rather than "We, personally, will be taking down the Emperor, Vader, and Death Star II."

    That ties in pretty well with ...
    Issue 2: The stabilization and firm establishment of the Rebellion as a non-ephemeral entity. People should be starting to think that the rebels might succeed, and probably won't lose soon.

    ... and ...
    jdarksun wrote:
    As for an Impending Issue... maybe "The Rebellion is on the Run" or "Looking for Allies", depending on what you want to focus on?

    As far as sticking with canon goes, I'm not a slave to the canon by any means; if I was, I'd just go watch the movies! :D

    That being said, I prefer to run Star Wars that take place in something that's recognizably the Star Wars universe; there's a point where, well, to steal your examples :D, you've killed off Luke, Han, Leia, and the Ewoks, and you're not really playing Star Wars any more, but some weird shadow of it. I like to run my SW* games similar to games like X-Wing, Dark Forces, Jedi Knight, and the like - there's enough going on in the Rebellion and enough room for personal stories that you can write your own histories without constantly intersecting with or disrupting the "main plot" too much. All those Rebel starships that showed up at Endor were off doing something important before they got there.

    I think there'll probably be a bit less of an issue compared to the recent game you quote since you'll all be on the Rebellion's side, and therefore not likely to go off murdering the Heroes of Yavin just for kicks. :D

    EDIT: I guess, summarizing my views, in my preferred world, the stuff that happens on-screen in the movies will still be able to happen. Anything else - games, comics, books, whatever - is completely fine to contradict the hell out of it.

    * This really goes for just about any published setting for me.

    Elvenshae on
  • SteelhawkSteelhawk Registered User regular
    I've never played FATE, but I know a (very) little about how it works and in reading this thread I am interested in playing if you have room for one more.

    Assuming you do have room, let me chime in here and read the spoiler. If not, I'll be content to watch from the sidelines:
    Setting: Yes, its Star Wars. I agree with staying alongside canon (though not religiously) as opposed to turning it on its head. There is plenty of room in the Star Wars setting for more than one group to Heroes to do their thing. IMO, one of the main things that the Rebellion gains after taking out the Death Star is legitimacy. The whole galaxy finally clues in to the fact the Rebellion is a force to be reckoned with and is not just a bunch of yokels chewing hay, shooting rifles and not paying taxes. Resources and allies, open or secret, flow to the Rebellion and the ball really gets rolling from there. Its an exciting time to be a rabble rouser.

    Scale: I have heard about the Tapani sector but don't know too much about it either. Which makes it fit very well with what I think we're trying to establish here. Starfighter battles like in the movies are for the big climax moments. Our group of rebels would be more focused on events in our own sector of space rather than the galaxy at large. I suppose most of the rebels would be locals (My character would be, anyway), and any movie-like raging starship battles of awesomeness would be a large plot oriented thing where rebels from all over are gathered for a fleet engagement. I don't think, right after the Battle of Yavin, there is much of a Rebel Fleet anyway. IIRC, Sectors in Star Wars are pretty big anyway, so I don't think we'd lose the splendor of space opera in keeping within the sector.

    Issues: Not 100% on how these big aspects get invoked exactly, but I think I understand the gist of it. If "The Empire" is the big thing, is it not quite a broad subject to invoke against? I like what JDarksun is saying there about the aspect being more about the Rebels rather than the Empire.


  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Droid prejudice is going to be a rather prominent element of the campaign should my concept work out, and that seems to extend pretty easily to the relations and tensions between the disparate groups of the Rebellion, both racial and socioeconomic/professional.

  • JohnnyCacheJohnnyCache Starting Defense Place at the tableRegistered User regular
    I love the idea that we're a small rebel band with an eye towards toppling a sector or even a system... A sector governor type would make a great nemesis... I'd like to try being a slicer/propoganda producer, kind of a pirate radio type (with the appropriate sw tech)

    As far as the empire as a current issue, if I may be so bold, that hops into immediacy if we aren't on a planet that originally belonged to humanity. The worst victims of the empire seemed to be "aliens" - how about we are near humans ala the zabrak?

  • jdarksunjdarksun Struggler CORegistered User regular
    Mantellian Savrip Force users!

    (Hey, he said no Herglics... ;) )

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Bringing the area into the rebel fold would be a good medium/long-term goal -- and figuring out whether to overthrow existing planetary governments or attempt to sway them would be pretty crucial there.

  • ElvenshaeElvenshae Registered User regular
    edited November 2013
    @Steelhawk, welcome to the team!

    That makes five players, which is about as many as I think I want to start with!

    I really like the direction all are going with your thoughts on the issues, and they align pretty closely with my own first guess at the direction for the game, so we'll call that a win. So, for now, we'll call the big issues "The Empire Is Everywhere" and "The Rebellion Needs Allies;" they're both current issues. We can revise these later after we go through character creation if need be.

    And, since my off-the-cuff reference to the Tapani Sector has seemed to somehow magically Forcefully gain traction, let's plan on using that area for the game's major operations (...eventually :D ). I've never run a game set there, but I *have* played in a couple and there's lots of information available about it, since it was originally designed as a sandboxy campaign setting for the old d6 Star Wars game. And, hey - look at that! The Fondor Shipyards are there, which are a nice, big, juicy target.

    The next step in creating the game is ...

    IMPORTANT FACES AND PLACES

    Well, since we'll be dealing with the Tapani sector, a name immediately jumps out at me: Grand Admiral Octavian Grant, a Tapani native, nobleman, military genius, and major proponent of the Empire's humanocentric policies (hating, especially, droids). That aligns pretty well with some of the signals I'm getting from the crowd,* so let's mark him down as an important NPC. Since he's a key player, we will need to come up with some aspects for him. Given what I know about him, and how I think I'll end up using him, I think his first aspect is Born Better than You. For now, that's probably enough.

    There're probably some additional faces in the training squadron that deserve write-ups, like the squadron mechanic whose brainchild @Captain Carrot's character is, but we'll hold off on defining them for now until after character creation, since that should give us some good fodder for designing them.

    The Tapani Sector itself is going to be an important place, and I have a couple more in mind for later on, but they don't need aspects at this point. It's enough to just note them down. Another important location is the current Rebel training facility where you are all undergoing your training. In my head, it's a bit understaffed, very under-provisioned, and not known for its scintillating nightlife. If anyone has anything in particularly they'd like to specify about the base, I'm all ears - but let's not spend a lot of time and effort on it; you're all about to graduate and be reassigned, after all.

    CREATING THE CHARACTERS

    Now, we get to the point where we actually create your characters. Woohoo! Fate uses a character creation scheme unlike most RPGs, in that it is collaborative - it is, in fact, part of playing the game of Fate. And, you'll notice that character ideas you've been floating have already been adjusting the direction of game creation, which is actually kinda cool for me. :D

    The first step in creating your characters is to identify two things:
    1. Your high concept: A phrase that sums up what your character is about—who he is and what he does. It’s an aspect, one of the first and most important ones for your character. Think of this aspect like your job, your role in life, or your calling—it’s what you’re good at, but it’s also a duty you have to deal with, and it’s constantly filled with problems of its own. That is to say, it comes with some good and some bad.
    2. Your trouble: The answer to a simple question: what complicates your character’s existence? Trouble brings chaos into a character’s life and drives him into interesting situations. Trouble aspects are broken up into two types: personal struggles and problematic relationships.

    These are going to form the two most important aspects of your character, the parts that really get down to the fundamentals of who that character is. I recommend reading the section of the SRD on these things here for a good description. Going back to the Han Solo example, his high concept might Roguish Flyboy, and his trouble is pretty plainly Massively In-Debt to Jabba the Hutt.

    Remember that if you can't quite get the words on the aspects right right now, that's okay. Just get the idea written down, bounce it off of the gallery, and we can refine it later. Let's have at it!

    @Captain Carrot
    @jdarksun
    @Grunt's Ghosts
    @JohnnyCache
    @Steelhawk

    *
    Actually, it's more like a slowball right over the middle of home plate.

    Elvenshae on
  • JohnnyCacheJohnnyCache Starting Defense Place at the tableRegistered User regular
    I see herglic are native to the tapani sector... :P

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    High Concept: Spider Droid Pilot. The details of why there's a droid pilot instead of advanced software installed directly into the ship's computer can wait.

    Trouble: It's Not Easy Being Gray. Said droid faces some discrimination, ranging from outright hostility and unequal treatment to wariness and discomfort. This may extend, to some extent, to members of the Rebellion.

  • ElvenshaeElvenshae Registered User regular
    Can you expand a bit on what you meand by "Spider Droid Pilot," @Captain Carrot? When I think Spider Droids, I think the Separatist Army tank-things: http://starwars.wikia.com/wiki/OG-9_homing_spider_droid

    Digging It's Not Easy Being Gray, though. :D

    As a more general note, although this is a starfighter squadron-focused game, everyone should anticipate needing to get out and walk around from time-to-time, either as pre-battle scouting, or perhaps liaising with the locals.

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Oh, no, not like that at all. I could have sworn I saw it somewhere in the movies, but I guess not, since I can't find it on Wookieepedia. Picture a disc-shaped chassis with the main CPU (around the size of C-3P0's torso), and eight limbs spaced mostly evenly around, with a sort of a head bulge and a gap at the front. With the legs fully extended, it'd be about R2-D2's height. (During flight, of course, the legs would be plugged into the chair, for direct interface with the ship's systems and overall better flying.)

  • JohnnyCacheJohnnyCache Starting Defense Place at the tableRegistered User regular
    High Concept: Causehead Dilettante

    Main Problems: Showing my Space Republican Parents a Thing or Two

    I'm thinking a Faleen noble scion, a frustrated younger intellectual who cannot believe his planet is remaining neutral.

    Basically imagine a young prince Xizor, mixed with equal parts maverick from top gun and che.

  • ElvenshaeElvenshae Registered User regular
    edited November 2013
    Oh, no, not like that at all. I could have sworn I saw it somewhere in the movies, but I guess not, since I can't find it on Wookieepedia. Picture a disc-shaped chassis with the main CPU (around the size of C-3P0's torso), and eight limbs spaced mostly evenly around, with a sort of a head bulge and a gap at the front. With the legs fully extended, it'd be about R2-D2's height. (During flight, of course, the legs would be plugged into the chair, for direct interface with the ship's systems and overall better flying.)

    Hrm ...

    Imperial_City_maintenance_droid?file=Imperial_City_maintenance_droid_FF80.jpg
    http://starwars.wikia.com/wiki/Imperial_City_maintenance_droid

    MN-2E_general_maintenance_droid?file=MN-2E.JPG
    http://starwars.wikia.com/wiki/MN-2E_general_maintenance_droid

    Either of those look right?

    Elvenshae on
  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    The second one's closer, but it walks on the limbs, so the bottom of the main part isn't going to be touching the ground.

  • ElvenshaeElvenshae Registered User regular
    Well, if you can find a picture, then great, but otherwise I think you've got enough to go on. :)

  • jdarksunjdarksun Struggler CORegistered User regular
    I'm picturing these things, which are creepy as fuck. :)

  • Captain CarrotCaptain Carrot Alexandria, VARegistered User regular
    Smaller, sleeker, and cuter than any of those pictures.

  • jdarksunjdarksun Struggler CORegistered User regular
    I don't think cute comes in more than four legs. ;)

  • JohnnyCacheJohnnyCache Starting Defense Place at the tableRegistered User regular
    Spiderbro begs to differ

  • ElvenshaeElvenshae Registered User regular
    edited November 2013
    So while we're waiting for everyone else to check-in with their current character plans, let's talk a little bit about the big Extra we'll be using in this game: Starships.

    Here, we'll be taking advantage of one of the neater rules of Fate, sometimes called the Bronze Rule of Fate or the Fate Fractal, which is essentially this: Anything in Fate can be treated as a character. That is, anything - like the environment, tools and equipment, or even the game itself - can get character stats like aspects, skills, and stunts. We've already seen this in action: while defining what kind of game we'd like to play, we've added two aspects to the game itself (the "big issues").

    So, how will we be handling starships?

    The Fate rules provide some example vehicle rules, for things like incidental vehicles - where they really just serve as a chance to roll a Drive check and are otherwise pretty much ignored - all the way up to full constructs. I think, given that we're playing a starfighter-focused game, I'd like the rules to reflect that focus, and we'll be using something a little more towards the weighty end. So here's my current write-up from the rules post:

    Starfighters and Vehicles:
    • Permissions: None; understood as part of the game's theme
    • Costs: Skill ranks (Pilot), Aspects, Stunts
    • Aspects: Dependent upon the vehicle (usually 1-3).
    • Stunts: Dependent upon the vehicle.

    Let's go through what each item means.

    Permissions are things you need to do to access the extra - the narrative justification that allows you to take an extra in the first place. For the most part, you establish permission to take an extra with one of your character’s aspects, which describes what makes your character qualified or able to have it. You can also just agree it makes sense for someone to have an extra and call it good. For us, everyone will be using starfighters, so there's already permission for everyone to make use of this extra.

    Costs are things you have to spend from your character build resources to use the extra. So, if we were introducing a new skill - like the Slicing skill, also listed above - you would need to pay out a skill choice in order to make use of the extra. Here, we are dealing with vehicles, so apart from the obvious cost - you should probably take Pilot as a skill! - you might also spend various aspects and stunts to make better use of them.

    Aspects are aspects you gain access to by employing the extra. A-wings, for instance, might have the Ridiculously Maneuverable aspect, and when piloting an A-wing, you could invoke that aspect if you needed to do something related to zipping around. Unlike character aspects, these don't have to have positive and negative points-of-view on them (though the can, obviously!), and can instead be completely positive or completely negative, as the situation dictates.

    Stunts are somewhat similar to aspects in that you gain access to them by employing the extra, but they tend to be more limited in scope. They're the "special moves" of the Fate game, and we'll discuss them a bit more when we get to this part of character creation.

    When it comes to taking damage, "normal" vehicles in Fate can take consequences (which are like long-term hitpoints with added bite) but don't have stress (which are a type of hit points that refresh between scenes). In D&D terms, stress boxes are like your normal hit points - they come back on their own relatively quickly, especially with a couple wands of lesser vigor - but consequences are like "broken arm," which require a lot more to remove. Normal vehicles have 1 consequence box, cool vehicles have 2, and super awesome military vehicles can have 3.

    But, that's in the normal rules. We're going to be doing starfighter combat routinely, which requires a bit more rules support. So, what I think we'll do is take the normal character HP rules and repurpose them.
    • Default Number of Stress Boxes: 2 (Mental and Physical)
    • Default Consequence Slots: 2 / 4 / 6

    Now, normally, vehicles don't get stress boxes, but I think that they work really well for shields (for those vehicles which have them). So, we'll file the serial numbers off and include that. Physical stress I'm not so certain of that making sense, so we'll leave it alone for now. And we'll leave the default consequences largely alone until we get a better handle on how they work out in play - but changing the number available is a good way to show a more fragile vessel or a sturdier fighter.

    I think we'll also play a bit with weapon and armor values (which are essentially bonus damage or DR, in D&D parlance). More on that later.

    So, taking all of this into account, what does that leave us with? How about a couple examples:
    • Incom T-65 X-Wing Starfighter
      • Permission: Ownership
      • Cost: N / A
      • Stress: 2 (Shield)
      • Consequences: 2 / 4 / 6
      • Weapon 1 (Quad-linked laser cannon)
    • Sienar Fleet Systems TIE/LN "TIE Fighter"
      • Permission: Ownership
      • Cost: N / A
      • Stress: 0 (Shield)
      • Consequences: 2 / 4
      • Stunts: Nimble: TIE Fighters give a +2 on any Pilot roll to create an advantage due to maneuvering or positioning.

    Elvenshae on
  • jdarksunjdarksun Struggler CORegistered User regular
    edited November 2013
    Screw it, I wanna play a Trandoshan. More points for the Scorekeeper!

    Name: Khrussk? Kras? Kron? Slyssk?

    High Concept: Big Gun Hunter. As with most Trandoshan, Slyssk is obsessed with acquiring Jagganath points. But unlike his brethren that focus on more... terrestrial concerns, Slyssk believes he has found the perfect combination: starfighter pilot for the Rebellion. Not only will Slyssk pit himself against some of the most powerful forces in the galaxy, he would more likely be killed than captured if anything went wrong. He can't lose!

    Trouble: Loose Cannon. Hailing from a society built around aggression and violence, most sentients see Trandoshans in general as needlessly confrontational. Slyssk is no exception, often going out of his way to pick fights and take the most dangerous missions. He also has a nasty habit of playing fast and loose with the rules, especially if it means taking dangerous opponents.

    probably something related to violent outbursts, a short temper, or general bloodlust. Needs work and a fancy title.

    But... ballpark OK?

    jdarksun on
  • ElvenshaeElvenshae Registered User regular
    Ballpark looks good - I assume you're playing a bit on the "Big Game Hunter" trope with your High Concept? In this case, someone who prefers to use the biggest weapon available to achieve your goals? That could be fun!

    As for your trouble, definitely need some more fleshing out, but Loose Cannon might keep the ... puns ... going.

    But yeah - definitely in the ballpark.

  • ElvenshaeElvenshae Registered User regular
    Waiting on ...

    @Grunt's Ghosts
    @Steelhawk

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