Recently, two different Fate designers have been starting up Star Wars campaigns and discussing how they modify the rules to match.
Rob Donoghue’s take: Shadow of the Sith blank character sheets, completed characters, and rules.
Meanwhile, Mike Olson has been working on a Faith Corps of Rebels for this weekend’s con. Overview, Maintaining Tone, Long Lasting Conditions, and Ships.
Each looks like a fun interpretation, though I don’t know Faith Corps (I haven’t seen the book yet), so I’d probably go for Rob’s take for now. Interestingly, both use a series of defined consequences, rather than Fate Core stress & consequences. I wonder if there’s a reason they both moved toward that design space…
Bryan and I discussed the old Bulldogs game in the past, but this new edition was the first time I read through the game myself.
It’s a good setting, with a lot of the Diaspora/Traveler/Firefly feel of tramp freighters crossing the galaxy, trying to make ends meet. The decision to set the game mostly in a balkanized neutral zone between two great powers does a great job of reinforcing the feel of small-fry trying to keep under the radar. Smuggling and the like are a sure result.
The character creation section is good, with another good discussion of Aspects. Alien Species are handled well-they come out as flavorful, but not just stereotypes, with common aspects and species abilities that replace stunts. And the Aliens are pleasantly alien. Sure, there are a few Aliens that are basically humans (with or without scrunchy noses), but space slugs and tripeds are great. Similarly, there’s a nice implementation of Credits and Gear.
The debate around heirachry in ship games is settled in Bulldogs by making the Captain an NPC representative of the company. Everyone has an aspect reflecting their relationship to the captain.
Anyway, rather than lots of detail, I’ll just end with: this game looks great. I’d be happy to play it.
In this book, Ron created a thoroughly interesting setting. The mechanics seem simple and a bit random (in character generation), but that fits the less scripted times that he’s emulating.
The book covers four undifferentiated nations in a very local dark ages setting, with two sweeping magics running through the area and altering the world in their image. The four regions are very similar; there’s little coinage, a great deal of mistrust for outsiders (who, to be fair, are often raiders), a presumption that everyone you’ll encounter is culturally the same.
It’s a direct, honest culture. As players, you make a pair of Circle Knights who are among the new King(ish) of Rolke’s kitchen cabinet–and who are each familiar with both black and white magic. Most of the time you’re in villages; cities over a thousand people are rare and won’t often be visited by the knights on their ventures.
The magic system is strongly thematic, which is reinforced by the cultural implications of magic being introduced before character creation and spell lists. The culture and Ron’s presentation of it is excellent–if you’re looking for a way to play people who don’t feel like 20th century people in costume, this game gives both a complete setting and strong guidelines for conveying that culture. (As a closest analogue, think 9th century Germany or England.)
Playing it is trickier; I’d be interested, but I’d really want fellow players to have read a bit–or at least be willing to set all of their assumptions aside. Since so much gaming is fantasy gaming, there are a lot of assumptions to peel away.
So… mark me as interested, though probably not interested in running it quite yet. With a similarly invested group, I think it’d be interesting to experience in play. The website for Circle of Hands.