Last time I came at you with some Fate rules for Dinotopia, I took the broad approach to making characters. This time I’m drilling down on something that’s very important for all characters and a little different from other Fate games: species. Characters’ species in Dinotopia likely affects nearly every facet of the character. Mechanically, it comes up in two ways: the character’s skill array and their species aspect.
Over the holidays I got the last of James Gurney’s amazing books in the Dinotopia series. If you don’t know anything about this series, drop what you’re doing and go check it out now. It’s beautiful and imaginative and captivating and was a big part of my childhood. I’ve been thinking for a long while about how to adapt this to an RPG and this time, immersed again in the wonder of Gurney’s world, it all started to finally click.
Continue reading “Dinotopia RPG, Part 1”
I’ve been a big fan of Bill Bryson for years, ever since I read his amazing A Walk In the Woods in middle school. He’s hilarious and interesting and he makes topics that would otherwise be very dry (from the history of English to a drive through the American Midwest) into page-turners. One of his latest book is One Summer, the story of June, July, and August 1927 in America, and it’s not only a great read but it’s a resource waiting for your early-twentieth-century campaign.
In the FATE mini-campaign setting Eagle Eyes, the players are detectives in Imperial Rome working against conspiracies in the Eternal City. It’s an awesome setting and I really recommend it, but the conspiracy mechanic is a great feature for other FATE campaigns. It’s especially powerful if you use all the brilliant vision of Ken Hite from Night’s Black Agents. Combine these two and you’ll have a great game dealing with dark, shady ladder of evil whether fueled by Red Court vampires in The Dresden Files, corrupted tribes in Ehdrigohr, or self-made supervillains in Base Raiders.
About a month ago, I finally started a regular campaign using D&D Fifth Edition. It’s been a lot of fun and it’s prompted me to think about what the creators have changed in the game for this edition and how it plays out. Something that wasn’t changed, and I don’t think it needed to be, was alignment. But, my id started to whisper to me, what if it was?
First, though, I want to present my list of skills for Mouse Guard FATE. It’s mostly the same as in the FATE core rulebook but with a few adjustments, including a new stunt that’s flexible for any skill.
When I was a kid I read through the Redwall books obsessively. The peril of mice trying to defend their land against outsiders seems like it would be a silly endeavor but it’s really compelling. In the same vein, the Mouse Guard series is a knighthood of mice defending their Territories against predators but it has the advantage of being a graphic novel series as well. If you don’t know it, definitely check it out.
The newest publication from Posthuman Studios, the FATE version of their acclaimed Eclipse Phase setting called Transhumanity’s Fate, has been at the top of Drive Thru RPG’s best-selling list for weeks. And with good reason! While the book doesn’t cover everything in the post-apocalyptic transhuman setting, it does a good job of hitting the highlights. Specifically, they were trying for the “high-octane technothriller” aspects of Eclipse Phase (or “Jason Bourne in an octomorph” according to co-author Ryan Macklin in the developer notes), and in that respect they do an awesome job.