crowdfunding

Venture City Vorschau

Bald kommt das Venture City Powers Supplement zu Venture City Stories auf uns zu.
Das via Patreon realisierte Quellenbuch stattet uns mit allerlei Kräften und Möglichkeiten aus um Superhelden und Schurken noch besser abbilden zu können. Im Zuge des kommenden Kickstarters werden Venture City Stories und Venture City Powers zu Venture City verschmolzen und wahrscheinlich als gedruckte Ausgabe the best nike air max 95s of all time veröffentlicht. Nun hat Fred Hicks zwei Beispielcharaktere als Vorschau veröffentlicht. Merkt man das ich mich auf das Ding freue?

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Venture Citys

Evil Hat planen einen Kickstarter für 2016 in dem das ein oder andere Produkt, statt digitaler Ausgabe in gedruckter Form erscheinen soll. Nun hat George Pitre in der G+ Community genauer nachgefragt. Dort kann man unter anderem erfahren das Venture City Stories (Cyberpunk-Superhero-Crossover) als Venture City erscheinen soll. Dahinter verbirgt sich die redaktionelle Aufarbeitung des via Patreon erscheinenden Venture City Powers und Venture City Stories zu einem Produkt. Venture City Powers ist das Quellenbuch rund um neue Kräfte.

Venture City Powers (by Brian Engard & Ed Turner): A follow-up resource for Venture City Stories, this supplement will detail a bunch of pre-built powers and power suites for use with the system and setting.

Im O-Ton heißt es dazu:

Jim Nicholson
Don’t worry +Fred Hicks​, no doubt I’ll mend my broken heart and find some pretext to love you again. On a more serious note, I do have one question that I hope to see answered in the Kickstarter FAQ when it launches: will Venture City simply compile the text of Venture City Stories and Venture City Powers in sequential order, or will it blend them as a more-or-less seamless whole?

Fred Hicks
+Jim Nicholson It’s a blend. Powers and Stories as separate releases work just fine, but there’s some drift between Stories and Powers (as well as some overlap) that needed to be reconciled in order to put it into a form that works as a single book. Thankfully we had +Joshua Yearsley (Editor Extraordinaire) for that. :)

Evil Hat plant neuen Kickstarter

Dass die Bösen Hüte umtriebig sind und abliefern, haben Sie in der Vergangenheit mehrfach bewiesen. Nun Twittert Fred Hicks mehrere Fotos zu einem möglichen Kickstarter. Auf das Spiel Do – Fate of the Flying Temple in einer gebundenen Ausgabe warte ich persönlich sehnlichst! Und wer sich wundert, dass dieses Produkt Bestandteil eines Kickstarters sein soll, wo doch die Pdf Version schon im Fate Core Kickstarter erreicht wurde, dem sei dieser Link ans Herz gelegt.

North Wars – the martian conquest

Na schon im Weihnachtsfieber?
Die Amerikaner sind was dieses Thema angeht ja ein wenig extremer als wir Europäer. Das zeigt sich auch in einem neuen Crowdfunding.

North Wars: The Martian Conquest is a PAY WHAT YOU WANT high fantasy/sci-fi RPG powered by FATE and set in a world loosely inspired by the 1964 „classic“ „Santa Claus Conquers The Martians“.

Fate

Fate ist ein Pen-&-Paper-Rollenspiel das von Fred Hicks und Rob Donoghue im Jahr 2002 everöffentlicht wurde. Fate hat seinen Wurzeln im FUDGE System und ist, ebenso wie dieses, ein “Universal” Rollenspiel. “Universal” bedeutet in diesem Zusammenhang das die Regelmechaniken nicht für eine bestimmte Spielwelt entworfen wurden, sondern darauf ausgelegt sind möglichst viele Welten und Hintergründe zu unterstützen.

Die Basisregeln von Fate und viele Spielwelten sind unter der Open Gaming Licence sowie der OGL veröffentlicht und können daher frei verwendet und verbreitet werden.

Spielelemente von Fate

Im Kontrast zu einigen anderen universellen Rollenspielen, z.B. Gurps, versucht Fate nicht eine möglichst realistische Simulation der Spielwelt zur Verfügung zu stellen. Das Ziel von Fate ist es, ein dramatisches, narratives Spiel zu schaffen bei dem der Zufall in der Form von Würfeln, nur dann zum Einsatz kommt wenn es für die erzählte Geschichte interessant ist. Im Gegensatz zu traditionellen Rollenspielen, legt Fate viel Wert darauf die Erzählrechte allen am Tisch und nicht nur dem Spielleiter zukommen zu lassen.

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Wie sein Vorgänger Fudge verbindet auch Fate Zahlenwerte von Fertigkeiten und Schwierigkeitsgraden mit einer Skala von Adjektiven, und erzeugt damit Atmosphäre. Damit hat ein Charakter z.B. nicht einfach nur eine +4 in einer Fertigkeit, sondern ist “Großartig” in dem was er tut.

Fate zeichnet sich vor allem durch die so genannten Aspekte aus. Aspekte sind sprachliche Ausdrücke (einzelne Phrasen bis hin zu ganzen Sätzen), die das zugehörige Spielelement näher charakterisieren. Dieses Spielelement kann die Eigenschaft eines Charakters “Gesund wie ein Stier”, eines Raumes “zappenduster” oder der Spielwelt “Der Schatten des Imperiums ist überall” sein. Aspekte werden im Spiel relevant, wenn sie von Spielern dafür verwendet werden um ihren Charakteren Vorteile zu verschaffen. Ebenso kann aber der Spielleiter Aspekte dafür verwenden das Leben der Charaktere dramatischer zu gestalten und sie in Schwierigkeiten zu bringen. Das Konzept von Aspekten fand, ausgehend von Fate, mittlerweile Eingang in diversen anderen Rollenspielsystemen.

Ein weiteres Element das Fate von anderen Systemen abhebt, ist die Verwendung von abstrakten “Zonen” in Konfrontationen anstelle der meist verwendeten, klar bemessenen Gitterkarten. Damit liegt der Fokus mehr auf der Handlung als im Miniaturenspiel.

Was benötigt man?

Das Grundregelwerk Fate Core ist ein Hardcover mit über 300 Seiten und enthält alle Regeln, die man zum Spielen in den verschiedensten Settings benötigt. Das Buch lässt sich viel Zeit für Beispiele und Tipps, und es geht ausgiebig darauf ein, wie man gemeinsam eigene Settings erschafft und diese mit Regeln unterfüttert. Wer es etwas knapper mag und seine Brieftasche schonen möchte, greift auf Turbo-Fate zurück, die vollständig kompatible Version für eine schnelle Spielrunde. Sie enthält weniger ausführliche Erklärungen und vereinfacht einige Regeln – so werden etwa sechs Methoden anstelle einer langen Fertigkeitsliste verwendet. Turbo-Fate eignet sich besonders gut für One-Shots und kleine Kampagnen. Beide Bücher stehen kostenlos als PDFs online.

Darüber hinaus braucht es nur noch ein paar Fate-Würfel, die es unter anderem beim Uhrwerk-Verlag gibt. Alternativ werden in naher Zukunft auch die Fate-Karten erscheinen, die nicht nur die Würfel ersetzen, sondern auch Anregungen für Aspekte und Handlungselemente liefern.

Wer tiefer in das System einsteigen möchte, hat mehrere Möglichkeiten. Auf unserer Website finden sich alle Neuigkeiten, hilfreiche Downloads und interessante Fan-Konversionen bekannter Settings. Das Fate Core Handbuch (im Original „Toolkit“) kommt allen entgegen, die gern an Regeln herumbasteln und eigene Spielwelten entwickeln. Es erklärt die Funktionsweise des Fate-Systems in der Tiefe, enthält viele Regelvarianten und präsentiert unterschiedliche Optionen, um Zusatzsysteme wie Magie oder kybernetische Körperteile abzubilden. Darüber hinaus enthalten auch die käuflichen Settings viele neue Mechanismen, von denen man sich wunderbar inspirieren lassen kann.

Fate Core, Fate Handbuch und Turbo-Fate

Fate Core, Fate Handbuch und Turbo-Fate

Die Geschichte von Fate

FATE 1

Fate 1 oder auch Fate – Fudge Adventures in Tabletop Enviroment ist die erste Version von Fate und wurde von Fred Hicks und Rob Donoghue auf Basis von FUDGE im Jahr 2002 veröffentlicht.
Diese Version findest du im Fate 1 Downloadbereich.

FATE 2

Fate 2 ab jetzt auch Fantastic Adventures in Tabletop Enviroment genannt. Während Fate 1 noch vergleichsweise wenig Aufmerksamkeit bekam, wurde die zweite Version bei den Indie RPG Awards 2003 ausgezeichnet. FATE 2 wurde zudem am 16 .01.2005 von Frank Sennholz in deutscher Übersetzung veröffentlicht.
Diese Version findest du im Fate 2 Downloadbereich.

FATE 3

Eine stark überarbeitete Version von Fate wurde 2006 in Form des Pulp-Rollenspiels “Spirit of the Century” veröffentlicht. Dieses wurde mehrfach ausgezeichnet (unter anderem ENnie Award für Beste Regeln) und brachte eine ganze Reihe von Fate 3 Ablegern hervor. Von diesem ist vor allem das Dresden Files-Rollenspiel (basierend auf den Romanen von Jim Butcher) zu erwähnen. Auch im deutschsprachigen Bereich gab es einige erste Über- und eigene Umsetzungen wie das deutsche Spiel Malmsturm, die Übersetzung von FreeFATE oder FateToGo.
Downloads für Fate 3 im Downloadbereich.

Fate 4 / Fate Core & Turbo Fate

Durch den Erfolg dieser Spiele gelangte Fate weltweit zu großer Beliebtheit. Das Grundregelwerk der vierten Version (Fate Core) wurde 2013 über eine Crowdfunding-Kampagne finanziert und konnte mit über 10000 Unterstützern fast eine halbe Million Dollar aufbringen.
Nun ist Fate nicht mehr aufzuhalten und viele eigenständige Werke, Spielhilfen und Adaptionen sind im entstehen.
Spielmaterial, Regelwerke und Charakterbögen findest du im Fate Core Downloadbereich. Die deutsche Fate Core Ausgabe existiert in einer normalen und auf 75 Stück limitierten Ausgabe. Sollte euch einmal eine gelbe Fate Core Version über den Weg laufen ist es eine sehr streng limitierte Mitarbeiterausgabe.

Fate in Deutschland

Im Patreon Programm des Uhrwerk Verlags wurde ein 24 Seitiger Essay über die Veröffentlichung von Fate in der deutschen Rollenspielszene veröffentlicht. Das Essay ist ab sofort auch hier als Download erhältlich. Ursprünglich wurde es geschrieben für einen evtl. Einsatz zum Crowdfunding der deutschen Version von Designers & Dragons: Eine Geschichte des Rollenspiels.

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in Farbe und bezahlbar

Die Regelwerke als gebundene Ausgaben

zum Uhrwerk-Shop

Fate gibt es auch als kostenlosen Download

Zu den Fate Downloads

Hier entlang

rezensiert, letsplayed und durchgeblättert

Fate Rezensionen

Hier entlang

Mach mit beim Eclipse Phase Playtest mit Fate Regeln

Die schon länger angekündigte Unterstützung von Eclipse Phase durch Fate Core ist nun in die nächste Runde gegangen. Im Zuge des Crowdfunding zu Transhuman: The Eclipse Phase Player’s Guide wurde dieses Stretchgoal geknackt.
Der Playtest wurde vor ein paar Tagen gestartet und wer möchte kann daran teilnehmen. Feedback soll bitte in diesem Thread abgegeben werden. Das Notwendige Regelwerk dafür gibt es hier.
Im Playtest enthalten ist Delphinium One, ein Abenteuer das für die Gen Con 2015 geschrieben wurde.

Dresden Files Rollenspiel

Das Dresden-Files-Rollenspiel noch bis Sonntag läuft das Crowdfunding

So Leude, verkauft die Oma, leert Eure Taschen, verscherbelt die Raritäten und schmeißt Euer Geld in den Dresden-Files Kickstarter. Noch bis Sonntag habt Ihr die Möglichkeit dazu.
Erstens ist das super angelegtes Geld und zweites haben die beiden Verlagschefköche Patric (Uhrwerk Verlag) und Christian (Prometheus Games) wohl ne Wette am laufen. Worum es da geht? Keine Ahnung ist auch egal schließlich bekommst du echt viel Zeug bei diesem Crowdfunding.

Dresden Files Rollenspiel

Fragen & Antworten zum Dresden-Files-Rollenspiel

Im Laufe des Kickstarters zum deutschsprachigen Dresden-Files-Rollenspiel rund um den Magier Harry Dresden haben wir ein paar Fragen gesammelt, die vor allem Fate-Fans interessieren dürften, und haben die Macher des Spiels antworten lassen.

Wer steckt eigentlich hinter dem Dresden-Files-Rollenspiel?

  • Das amerikanische Original erschien im Fate-Verlag Evil Hat. Hierzulande werden die beiden Grundregelwerke parallel beim Prometheus Games Verlag erscheinen, der unter anderem das Universalrollenspiel Savage Worlds auf Deutsch betreut. Die Lokalisierung und das Design liegen in den erfahrenen Händen von Feder&Schwert, die sich schon in der Übersetzung der Romane bewiesen haben und einen besonderen Wert auf eine einheitliche Sprache und Optik legen. Auch ihnen ist die Rollenspielbranche nicht fremd, zeichnen sie doch für die deutschsprachige Erstübersetzung von Vampire: Die Maskerade, Die Welt der Dunkelheit, Dungeons & Dragons, Warhammer Fantasy und Warhammer 40.000 sowie das multimediale Projekt Engel verantwortlich.

Das Dresdenversum: Was ist so toll an diesem Setting und warum sollte man da rollenspielen wollen?

  • Das Dresdenversum ist das ideale Urban-Fantasy-Setting, und zwar für literarisch Begeisterte wie für kreative Spielerinnen und Spieler, die ihr Spielumfeld gern mit eigenen Ideen erfüllen. Das Dresdenuniversum ist ähnlich wie einst die Welt der Dunkelheit unsere Welt plus X – also vertrautes Terrain, ergänzt um den Bereich des Übernatürlichen, um Magie, Vampire, Feen, Dämonen etc. Es verfügt einerseits durch die Romane über ein verlässlich ausdefiniertes Gerüst, bietet aber noch genügend weiße Flecken, an denen sich kreative Spieler und Spielleiter austoben können – so ist etwa Europa noch ziemliche Terra Incognita.
  • Ganz entscheidend scheint, dass die Charaktere im Spiel genau wie in den Romanen einen sehr direkten, unmittelbaren Einfluss auf ihre Umwelt haben, dass alles Handeln Konsequenzen hat und jede Entscheidung bestimmt, wie es sozusagen hinter der nächsten Plot-Ecke weitergeht.
  • In den USA wurde das Spiel begeistert aufgenommen, und dass diese Euphorie nicht ganz unbegründet ist, belegen spätestens die ENnies in sechs Kategorien (unter anderem Beste Regeln und Bestes Spiel) sowie ein Origins Award für das beste Rollenspiel.

Die Regeln entsprechen weder dem bei Uhrwerk erschienenen Fate Core noch einer anderen Fate-Variante. Warum?

  • Entstanden ist das Dresden-Files-Rollenspiel bereits vor Fate Core, allerdings stellt es eine sehr spezifische Weiterentwicklung der damals gängigen Varianten dar. Evil Hat haben besonders beim Magiesystem – das wir in der deutschen Übersetzung um das Update aus dem Paranet Papers ergänzen – darauf geachtet, dem Setting gerecht zu werden. Das Dresden-Files-Rollenspiel nutzt also ein ganz eigenes Fate-System, und viele seiner Vorzüge haben später auch einen Platz in Fate Core gefunden.

Was hat es mit diesem “Dresden Files Accelerated” auf sich, von dem man manchmal hört?

  • Dresden Files Accelerated, ebenfalls von Evil Hat, wird das Dresden-Files-Rollenspiel nicht ersetzen, sondern eine Turbo-Fate-Variante für Einsteiger und schnelle Runden darstellen. Zum momentanen Zeitpunkt gibt es noch keine konkreten Vereinbarung über eine deutsche Übersetzung (da das Produkt erst in der Betaphase ist und noch einige Zeit benötigen wird), sie ist aber bereits angedacht.

Wird es eine Konvertierung geben, damit Fans von Fate Core das Spiel ohne große Umgewöhnung spielen können?

  • Durch die Vorgaben des Lizenzgebers ist es nicht möglich, die Regeln in den Büchern zu verändern – eine zusätzliche Konvertierung, etwa als .pdf, ist aber durchaus denkbar, sofern das Interesse der Fans gegeben ist.

Lohnen sich die Rollenspielbücher auch, wenn ich nicht im Dresdenversum spielen möchte, aber Urban Fantasy mag oder einfach nur an neuem Material für Fate interessiert bin?

  • Das Dresden-Files-Rollenspiel bietet zum einen sehr viel Hintergrund, der sich für jedes Urban-Fantasy-Fate-Spiel nutzen lässt. Die Welt ist voller detailliert beschriebener übernatürlicher Wesen, erörtert den okkulten Untergrund Chicagos, die Feenwelt usw. Daneben bietet das Spiel auch einige einzigartige Regeln. Eines der beliebtesten Systeme ist etwa die Erschaffung einer eigenen Stadt. Auch das ist selbstverständlich nicht nur für die Dresden Files geeignet, sondern kann sehr leicht auf andere Welten übertragen werden.

 

Dresden Files Rollenspiel

Gebündelte News zum Dresden-Files Kickstarter

Das Dresden-Files Crowdfunding via Kickstarter läuft auf Hochtouren und Prometheus Games vermelden in hoher Schlagzahl News daher verlinke ich heute einfach mal auf die Neuigkeiten der letzten Tage:

Ausserdem läuft im Rollenspiel-Almanach ein Gewinnspiel zu den Dresden Files Romanen

Dresden Files Rollenspiel

Dresden Files: Coverpreview der limitierten Ausgabe und FAQ zum Crowdfunding

Morgen um 12:00 startet also der Kickstarter zum Rollenspiel rund um den Magier Harry Dresden. Im Vorfeld traten ein paar Fragen auf um das Dresden Files Rollenspiel. Die hat Prometheus Games nun in einer FAQ schonmal beantwortet. Ausserdem gab es eine Vorschau auf das Mockup der limitierten Version von Deine Geschichte. Das Buch wird exklusiv nur über das Crowdfunding erhältlich sein.

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Dresden Files Rollenspiel

Dresden Files Crowdfunding

Und wieder Dresden Files. Prometheus Games werden im Vorfeld der Veröffentlichung des Rollenspiels auf eine Crowdfunding Finanzierung setzen. Diesmal jedoch nicht über ein eigenes System sondern als Kickstarter Crowdfunding. Wir dürfen gespannt sein welche Stretchgoals und Pledgelevel uns am 9. Juli erwarten werden.

Zur Meldung

The Part-Time Gods are coming

Part-Time Gods of Fate, a new settingbook about god-like humans and human gods.

By Frank Falkenberg (also interview and translation).

Content

 

Imagine you are the Goddess of the Blizzard. In your hometown Fire Giants start a raid and are about to incinerate everything. On the other side, today is your 8 year old daughter’s birthday, which you simply cannot miss. Your fellow gods in your pantheon count on you. But your daughter worships you. What will you do? How do you decide?

 

Those are the kind of problems a player character in Part-Time Gods of Fate has to face. Part-Time Gods of Fate is the current Fate version of the four year old Part-Time Gods RPG by Third Eye Games.

 

Right now a Kickstarter campaign for financing the Fate edition is running. And it is running quite well, the first stretch goals for additional supplements are already unlocked.

 

As I had the opportunity to try the Fate version of Part-Time Gods with some gaming friends in the form of Hangout gaming during the alpha-test phase, my interest was hooked, and I am quite curious about the final product.

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What is Part-Time Gods of Fate all about?

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In the Fate Core setting Part-Time Gods players take the rolls of people in today’s modern world who have recently discovered their identity as young gods and their new divine abilities.

The reason for all this is “the Source”, something that is theorized to be the creator entity that created the whole universe. This Source was imprisoned by the old gods. But today the old gods are mostly dead and gone, all the while the sealed away entity struggles in its prison and tries to break it’s cage. This leads to supernatural energies leaking into our world and bringing forth hundreds of new gods – and even more monsters (called Outsiders), thirsty after the blood of the gods.

For mutual protection those new gods gather and form a “pantheon”, a group of deities. Each pantheon has its own territory, the region where its places of power, places of sanctuary, and places of their human identity are situated. Not only Outsiders might invade this territory, but other pantheons could have the idea to expand their sphere of influence – at the expense of the player characters.

Being gods the characters command over definitely supernatural, divine powers, and have special abilities that exceed the humanely possible by far. In their role as a deity they are further embedded in a “theology”, belonging to a specific spiritual idiology which gives them support and goals for applying their enormous powers. Their divinity shows itself especially in the number of worshipers, believers, human followers who loyally and piously follow their god. Holy relics, “magic items”, associated with the domain over which the deity reigns are some of the benefits only gods can acquire – benefits which are of course highly desired and fought for.

So the new gods have a lot unnatural and supernatural enemies and rivalries, but those are often the least of their problems. Every new god has bonds, the human relationships, that what “grounds” the god’s human side and allows the character to function in the human society. Every deity has its normal, human occupation, its social environment, relatives, friends, colleagues, etc. And most of them don’t even know that they are acquainted or even related to a god.

Getting too involved with human bonds hinders the further development of the god’s divine powers. Concentrating on the development of the divine powers leads to a loss of the god’s  bonds to human society and might lead to the god becoming a kind of an outsider him- or herself.

This balancing act between being human and being a god is what Part-Time Gods presents as the core conflict for the characters. Above and beyond that there are of course disagreements and arguments between the gods of the same pantheon, there are the theologies’ goals to achieve, which might collide with each other, and there is the own territory to secure, protect or even expand.

In their jobs humans could call it a day, but gods have their work to do 24/7!

It’s not easy being a god – let’s do it!

Part-Time_Gods_of_Fate_009

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An interview with the team of Part-Time Gods of Fate

 

After Dominik asked me if I would like to write an article about Part-Time Gods of Fate I have contacted the team-members of the Fate conversion who are all very accessible on Google+, and asked if they would be so kind to answer a few interview questions.

 

The following questions were prepared shortly after the start of the Kickstarter campaign for Part-Time Gods of Fate. The team of Part-Time Gods of Fate was so kind and cooperative and answered the questions and allowed their publication in german translation on the official german Fate website faterpg.de. The copyright owner for the illustrations, Eloy Lasanta, gave permission to use a few illustrations from Part-Time Gods of Fate for this article.

Additions in square brackets “[,,,]” by the author.

 

Question: Currently the Kickstarter project for Part-Time Gods of Fate is running and has already passed the minimum financing goal. Such a successful start is often to be credited to the work of a successful team behind such a project. The original version of Part-Time Gods was created and written by Eloy Lasanta (Third Eye Games). In the beta-version of the Fate adaptation Phil Vecchione, Chris Sniezak, Shawn Merwin, and Robert M. Everson (all from Encoded Design) are credited. Could you give us a short presentation of the development team for Part-Time Gods of Fate? Who contributed to what parts of the final product?

Phil Vecchione: So as you know Eloy Lasanta was the creator of the original Part-Time Gods. The Fate Conversion was done by Encoded Designs. The Encoded Team is made up of:

  • Phil Vecchione – Phil is one of the founding members of the Gnome Stew Game Mastering blog, the author or co-author for four books from Engine Publishing, including Never Unprepared: The Complete Game Master’s Guide to Session Prep, a freelance game designer having worked for Third Eye Games, Evil Beagle Games, and Pelgrane Press, and co-host of the Misdirected Mark Podcasts.
  • Chris Sniezak – Chris is the founder of Misdirected Mark Productions, which runs four podcasts about tabletop gaming, video games, and geekdom. He is a freelance writer working for GMing Tips, and has written for Pelgrane Press, and Magpie Games.
  • Shawn Merwin – Shawn has been a freelance game designer working with WoTC on 3rd Edition and 4th edition D&D.  He has been a driving force in several Organized Play programs, and as a designer of two consecutive seasons of the D&D Encounters program: War of Everlasting Darkness and Against the Cult of Chaos. He has also designed or edited material for Goodman Games, Mongoose Publishing, and Kenzer & Co.
  • Robert M. Everson – Bob Everson is a proofreader and editor for the ENnie Award winning blog Gnome Stew, and has worked previously on books for Engine Publishing, Arc Dream Publishing, and Headless Hydra Games..

 

As for what we did for Part-Time Gods of Fate we had the following roles:

  • Chris & Phil did the game design and writing.
  • Shawn & Bob did game development, editing, and proofreading.
  • Chris did the layout of the Beta rules.
  • Phil designed the character sheet and territory sheet.
  • Eloy will be laying out the final version of the book.

Part-Time_Gods_of_Fate_065

Question: Part-Time Gods in its original version for the Dynamic Gaming System – lite (DGS-lite) was quite successfully funded via Kickstarter in 2011, there are some supplements and follow-up products for the original version available, too.  As Part-Time Gods is still a relatively “young” RPG, why did you decide to work on a Fate Core adaptation? Why changing to a system like Fate Core which is set on an even higher level of abstraction as the original DGS-lite system was? What did you hope to achieve by using Fate Core as a rules system? What were your conversion goals?

Phil Vecchione: The original idea for the Fate conversion was Eloy’s. He had put a Fate conversion of PTG as a stretch goal into the Kickstarter for Divine Instruments and Minions of the Source. That Kickstarter did not unlock that goal. I was lucky enough to be asked by Eloy to be one of the co-authors on Minions of the Source.

Seperately, Chris and I were getting into Fate, and had done a homebrew conversion of the 1990’s Mayfair game Underground, for our personal use. We really enjoyed the play style of Fate, and were talking about other games that would be good fits for Fate. In that list was Part-Time Gods.

In terms of Fate being more abstract than the Dynamic Gaming System, we saw this as an opportunity to expand the ways that Part-Time Gods could be played. The feel of a game relies on the setting combined with the rules. So by pairing such a rich setting with a more abstract system, players could explore different types of stories.

Our conversion goal was twofold. First, we wanted the world of Part-Time Gods in Fate, meaning that at its core this game would be accessible to anyone who enjoyed Fate. Second, we wanted to bring some of the elements that made PTG unique into Fate. So we picked several areas that were things that we wanted to develop and not just convert. Those things were:

  • Bonds
  • Manifestations
  • Entitlements
  • Relics & Worshipers

 

Question: Compared to Fate Core the DGS-lite original system was a relatively “conventional” system. Fate Core uses very different approaches to structuring the game, GM-ing and playing the game. What were the most difficult elements to transfer into Fate? Did you notice some elements that actually were easier to model in Fate than in the original system? How about the different roles and responsibilities of players and GM in Fate-based games (player empowerment, cooperative creation, etc.) – did those Fate typical approaches require a different view of the Part-Time Gods setting?

Phil Vecchione: Overall the conversion was straightforward. There were far more similarities between PTG and Fate than differences.

The most difficult element that I converted was Bonds. There was a specific feel I wanted Bonds to have, being part stress track and part aspect. Chris and I went back and forth a few times until we got to the version now in the rules.

One of the easier elements to convert would have to be manifestations, the divine powers a god has. We knew early on we wanted them to be skills, and with the four actions (Overcome, Create Advantage, Attack, Defend) we had everything we needed.

In terms of the different roles and responsibilities, we wanted there to be a collaborative territory creation, inspired by The Dresden Files and other games, but I will let Chris talk more about that.

Chris Sniezak: So there’s a part in Fate Core and a bunch of games that I enjoy where all the players get together and help build the game’s setting. As Phil said The Dresden Files has city creation and The Hood by James Mullen has the players creating the neighborhood they’ll be playing in. I think this helps build ownership and investment in the game for the players who aren’t GMing, gives the GM a lot of assets to use when preparing – and while playing – the game, and creates a play space the players all understand, which helps get past some of the awkward moments of introducing NPCs and locations. So I built up a way for that to happen and then added a way for it to be used at the table. This is in the form of impending issues becoming problems, which are put on the territory sheet when they’re discovered. Then they move down a short track as they come closer to achieving their goals or arrive at their end states, which could take out the territory. If the territory is taken out, it causes a narrative and mechanical change to the territory and will put the PCs in a tough spot.

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Question: Let’s talk about the Part-Time Gods setting a bit. There are some RPGs around that do take up the topic of playing gods or godlike beings (“Scion” or “Nobilis” to name a few well known). What sets Part-Time Gods apart from those other “play a god”-games? What makes Part-Time Gods unique? What is the core story to play in Part-Time Gods?

Phil Vecchione: What drew me to the original Part-Time Gods was that you are very ordinary people who now have this divine Spark. The Bonds mechanic basically keeps you tethered to your mortal life, so that you are always straddling the line between being an ordinary person and a god. For me, I think the core story of PTG is that struggle. Do you go to dinner with your spouse or do you stop that cyclops who is lurking in the park, and what are the consequences of that decision? The game is about having two massive responsibilities and having to figure out how to manage both. Then, sometimes it is about punching that cyclops right in the face and knocking it through a tree, because you are a god. ;-)

Question: Part-Time Gods is built around the conflict between being a god and being a human, having normal human needs, social bonds that keep the godlike being “grounded”. A major role in modelling this central conflict do play the Bonds every character has. Social relationships and all the character drama revolving around it is a huge field – and one very few RPG do address mechanically. Could you please describe your mechanical approach regarding the characters’ Bonds and how they come into play during the game?

Phil Vecchione: Bonds are made up of three things: the object of the bond, which could be a person, a place, an ideal; an aspect that defines the character’s relationship with that object (My Wife is the World to Me); and a number of stress boxes, between 1 and 5 representing the depth of that bond.

In game, the player can call upon the Bond like any other aspect. Perhaps that god is able to endure something hard because of his deep love for his wife. At the same time, the GM is able to compel that aspect, forcing the player to decide between dinner with his wife and that rampaging cyclops. Then, at some point during play, the god will let down the object of the bond, often by choosing their divine commitments over their human ones. When that happens, the Bond takes stress.

If a Bond takes too much stress it can break, which deals the character a consequence. Should a god ever lose all their Bonds, they lose control of their divine power and are taken out. The good part is that through the milestone system, Bonds can be healed, deepened, and changed.

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Question: A good part of the mood in the original version of Part-Time Gods was set by the illustrations. In the beta-version a lot of those illustrations were kept. Will the final version of Part-Time Gods of Fate present the art from the original version? Will there be new illustrations? Currently [as of June 3rd 2015] there are no stretch goals given in the Kickstarter project – do you consider a “visual upgrade” to color illustrations as a stretch goal?

Phil Vecchione: All of the original art will be included in the book, though the book size is going to be changed to the same size as the Fate Core book. There is not a plan to do any new illustrations, as our push is to get Part-Time Gods of Fate published in a timely manner, with hopes of having copies at Gen Con.

As for Stretch Goals, our original plan was to just fund the creation of the book, but with the success of the campaign, we are planning a few stretch goals that will further expand the game by converting the major supplements: Divine Instruments and Minions of the Source. [Note: At the current state of the Kickstarter campaign as of June 12th 2015 Divine Instruments is already unlocked and Minions of the Source is next to unlock.]

Question: What will be in the final book? Is this a stand-alone RPG containing the whole Fate Core rules (like Atomic Robo RPG) or is it a setting-book requiring the core rules in addition?

Phil Vecchione: Part-Time Gods of Fate will require the core rules. I had a talk with Fred Hicks of Evil Hat, and it was on his advice not to include the text from Fate Core. That text is easily accessible, and adding it in only increases the cost of the book, by adding more pages. You can pick up Fate Core as a ‘pay what you want’ product on Drive Thru RPG.

Question: How are you planning the continuing support for Part-Time Gods of Fate after delivering the core book? Are you planning to convert the supplements and other existing products for the original version to Fate Core?

Phil Vecchione: Depending on the success of the campaign, the supplements may be converted as part of the campaign. As for future support, we have not talked to Eloy about that, but we would love to do some adventure design, or collaborate on any future supplements so that there is a Fate version.

Question: Again back to the development team: Which part of your contribution to the final product are you most proud of? Which “aspects” of Part-Time Gods of Fate would you most heartily recommend to interested players?

Phil Vecchione: For me its Bonds followed next by worshipers. I had a lot of fun designing the mechanics for both.

Chris Sniezak: The manifestations followed by the stuff related to the territory. I like free form magic in games, and I think I provided a flexible and playable way to make godly power work.

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A look under the hood

Now follow some more detailed questions about certain rules-mechanical topics of the Fate adaptation. They are intended to allow those who are well versed in Fate to gain insight in certain design decisions, in the “why” behind the rules. I personally draw my enthusiasm for a RPG often more from the rules than from the setting. So I am especially grateful to the team for answering these questions.

Question: Stunts vs. Aspects: Part-Time Gods of Fate keeps Fate-typical character concept aspects. But then in the beta-version there are “occupation stunts” which are named equally to high-concept aspects. Aspects in Fate Core are always true. A “Firefighter” is capable in his occupation, because he has the high-concept “Firefighter”. Stunts should cover things out of the ordinary, things that a normal firefighter would never be able to do. Stunts cost refresh. Refresh is a very rare resource and additional refresh is not easy to come by.What is the design motivation to suggest for certain occupations to use one valuable stunt slot to obtain a stunt that only reinforces the high-concept aspect?

Chris Sniezak: So there’s two reasons for this, because I agree with you about the occupation stunts. What they do is actually make you a better version of that human aspect. Make no mistake, the human aspect isn’t a high concept aspect: it’s your human side. If you want a character who is more competent at their job, or the character’s profession is important to the player, or the player wants the character to be one of the better “whatevers” at that occupation, then you could choose these.

The second reason is they’re a call back to the original game, because there were occupations you took that cost some amount of points. I felt anyone interested in trying out this version of the game from the old one might like to see we brought them over.

I also don’t know if I agree with your assessment of stunts. One of the primary methods of building a stunt is to give a +2 to a skill when using a specific action type, in a specific situation. So if there’s a character with the high aspect Widowed Heart Surgeon with a Daughter, and I gave them the surgeon occupation stunt, it wouldn’t be much different than saying:

“Steady Hands. You get a +2 to your overcome Athletics actions when performing open heart surgery.”

The occupation stunts, which are also optional, play around with the ideas of half stunts and quarter stunts to make it so you don’t have to spend two or three refresh to actually get that feel a player is looking for that kind of character experience.

Question: Territory Creation: Creating the territory gives the characters roots, things to fight for and things and people to care for. But it implies a rather stationary, location-based campaign style. How about creating road-movie style campaigns in Part-Time Gods of Fate? There is even a Theology, the Drifting Kingdoms, that make it hard for a character to stay in one place over an extended time. Doesn’t this collide a bit with the location-based approach of Territory Creation?

Chris Sniezak: It’s actually not a hard answer. I like a more focused game experience, and that’s what we built. Toolkit games are cool. I’ve played a bunch of them and I think they’re fine, but we wanted a game where the gods needed to deal with the struggles between their human and divine sides. This game is also about the pantheon vs. everything else that’s coming at them, so there’s a “hold the line” aspect to it as problems are descending on their territory all the time. So that’s the primary play space we’re creating for this game. Does that mean there can’t be sessions or even arcs of the campaign where the part-time gods go to other territories and planes of existence? Of course not. In fact, that might be a huge part of dealing with whatever threats are arrayed against the territory and the part-time gods but the game does revolve around the territory for a more focused play experience.

Concerning the Drifting Kingdoms theology, their wanderlust is a drawback. They do need to go off somewhere else from time to time, but it doesn’t mean they can’t come back after being gone for as little as a day. It’s also a great place to drop in a one-off scenario for the pantheon or one of those on-the-road sessions.

Let’s talk about what you could do if you wanted a road-movie style campaign. Let’s say all of the gods are truckers or some kind of delivery people who travel long distances. There’s no reason you can’t just say the territory is the Highways and Byways of whatever country you’re in. The divine hubs can be the central locations important to the gods, truck stops, diners they tend to stop at, their homes, and where they keep their vehicles. I leave defining the territory to the group. So while the assumption is a city, there’s nothing saying it couldn’t be the campaign frame I’ve just laid out.

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Question: Character Aspects: Part-Time Gods of Fate uses Aspects as known from Fate Core. Fate Core uses five aspects per character. This number is often too high already for a GM to be able to keep in view for compels.
Taking a look at one of the example characters, Amala Ali, in the beta-version, there are three main aspects (Human, Divine, Theology), plus three Bond aspects, plus an Entitlement (four arms) as an aspect, an Extra (worshiper) who have an aspect, too, and a Drawback, which is a kind of “trouble aspect”. That makes for nine Aspects in a single character. Gear aspects might add to that number. In a group of four players, that would amount to a considerable number of aspects the players and even more the GM will have to be aware of at all times.
Do you see any problems with so many aspects per character? How does this abundance of aspects and “aspect-like” abilities impact on the Fate Point economy in actual gameplay?

Phil Vecchione: Aspect bloat was something that we were always concerned with in the design. Ryan Macklin and Lenny Balsara talked about how they worked to reduce the number of aspects down from Spirit of the Century and The Dresden Files. The core Part-Time Gods of Fate character has 5 aspects:

  1. Human
  2. Divine
  3. Theology
  4. Bond
  5. Bond

It then sprawls a bit when you get into some of the entitlements, worshipers, Relics, or additional Bonds. My recommendation to newer Fate players is to stick to the five core aspects, and then as they get comfortable explore the additional aspects some of the other features offer.

Question: Manifestations: Those special, supernatural skills are mechanically treated as normal skills (four actions, specific stunts available).
As normal skills governing some supernatural abilities could be integrated into the skill pyramid just as the human skills are. Many magic systems for Fate Core do just that and include the supernatural skills in the total skill list.
Why did you separate the Manifestation skills into a separate column?

Phil Vecchione: Early in our design process we realized that we wanted to keep the human side and the divine side of the character separate. So there are human skills and divine manifestations; there are human stunts and divine entitlements; and there are also human gear and divine relics and worshipers. They are separated on the character sheet to remind the player that the character is made up of two parts.

Also by putting the manifestations in a separate set of skills, we could be sure that players would have competency in their human side, rather than every character having a +4 in a manifestation.

Question: Entitlements: Stunts do always have a well defined, positive use. Entitlements as “divine stunts” do often have an attached Aspect, that could be invoked or compelled. That makes such an ability less a stunt and more an Aspect (often, so it seems, a kind of “trouble aspect”). How does this mechanical “ambiguity” impact on the Fate Point economy?

Chris Sniezak: I disagree that the Extra Arms, Colossal Size, and Wings are trouble aspects. Could they cause the character trouble? Sure they could. In reality that’s just another way for a character to be compelled and gain a fate point, and I don’t believe you can ever have enough ways to compel or self compel.

Also, lets be honest about Fate. The economy of fate points has no real science to it. It’s about awareness of the players at the table making trouble for themselves when they need some points, or the GM wanting to introduce some kind of complication or element when an opportunity arises.

As for entitlements, in my opinion they are kind of a “stunt+” in what they provide, even for the single point entitlements–hence why having more than one of them affects a character’s Bond situation.

Question: Antagonist Fate Points: Normally a Fate Core GM gets one Fate Point per player as his Fate Point stack for the scene. This refreshes every new scene (and under specific circumstances some Fate Points may carry over into the next scene). The GM can spend those Fate Points on aspects and stunts of his NPCs.
How is the Antagonist Fate Point mechanic different from the Fate Core rules?

Chris Sniezak: It’s not really that different or that new. It just means aside from the GM fate points, certain divinely powered individuals have their own pools to cause the part-time gods more problems.

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Personal impressions from a Part-Time Gods of Fate playtest game

This game was based upon an alpha-test version, an older version than the currently as “pay what you want” product on DriveThruRPG available beta version of Part-Time Gods of Fate. The pregenerated characters were, as far as I have compared them, the same.

The game was run by a very experienced Fate Core gamemaster. The fellow players were of differing familiarity with Fate.

I played Amala Ali, the surgeon and goddess of fire. The other three players played the other pregens (Colt Bastian – god of music, Penelope Rivera – goddess of liquor, Benjamin Lowe – god of storm).

The pregenerated characters had their places of power already set. We shortly went over the entries and put a bit more detail into the trappings, the look, etc. of those places.

It started in Club Trinity (Penelope’s nightclub) during a concert by Colt when a minotaurus suddenly appeared and started a rampage amongst the guests. The people panicked, but Penelope managed to get everyone outside safely and without anyone getting injured. The sudden appearance of the minotaurus was accompanied by a sensation of the “Spark”, the working of the Source’s power.

Meanwhile Benjamin, coming out of his office, and Amala, just leaving her work at the hospital, felt the sensation that something strange happened on their territory. The contacted the others in their pantheon an met at the club.

The minotaurus was already under control, made drunk by Penelopy and mentally confused by Colt’s guitar solo. Soon after the others entered a white figure manifested itself in the club and demanded from us “the book of all stories” to be delivered until sunrise, or everything we hold dear would be destroyed. This strange book is supposed to be on our territory and we must hand it over to her if we don’t want to lose our loved ones. Then she disappeared taking the minotaurus with her.

Some research provided the information that this entity apparently commanded a whole army of monstrous followers, so that a more “direct” approach to remove the threat was not advised. So we started looking for this ominous “book of all stories”.

In the city hall’s archive we surprisingly found the book, but other (not quite natural) fellows were apparently interested in that book, too. It came to a fight in which I as goddes of fire might have been able to eliminate the threat easily, if not for my bond as surgeon to save life which I needed to follow. So I fought for the life of a critically injured bystander all the while by fellow gods tried to fight their attackers off. Finally they could overcome their opponents, although by resorting to the very flashy “light show” of Benjamin’s storm powers.

This brought about the police, who was situated in the same building, and we had to use all of our wits to talk us out of this situation, which we barely managed to achieve.

The we went back to the club and prepared our “patron” a truly warm welcome: in the form of a trap, a cage made out of pure fire. The moment she came to collect the book we sealed her in the cage and forced her to concede and give up her plans as far as they concerned us.

Now Colt has the book and he will probably use it as source of inspiration for his next album.

 

My impression playing this alpha version:

The Fate typical elements work in the usual ways. The Bonds introduce perceptible complications in the life of a young god. The divine special abilities – like the four arms of my character – are interesting and add a decent amount of weirdness, and the Relics – like Penelope’s Flask of Sprits – are helpful but not too overpowerd. The opponents are challenging, and keeping the public none the wiser makes normally more straightforward solvable situations to real problems, requiring all the wits the players can contribute.

 

Would I like to play Part-Time Gods of Fate again?

Yes, definitely. Preferably as a whole campaign, of course, because in my impression it is the campaign game where PTGoF can really show all the strong points it has to offer.

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Further Information about Part-Time Gods of Fate

 

Following are listed some interesting links to gain further information. In the videos and audio podcasts the developers themselves have the word.

 

Part-Time Gods of Fate Kickstarter Campaign Page (take a look at the commentaries there, because there is some interesting information about further aspects of Part-Time Gods of Fate to be found)

 

Misdirected Mark Podcast about Part-Time Gods of Fate (PTG of Fate starting at minute 52:40)

 

The Redacted Files Podcast – Interview about Part-Time Gods of Fate (here Eloy Lasanta, the creator of the original version of PTG has the word)

 

Beta version of Part-Time Gods of Fate (you cannot get a better impression about how the final product might turn out than by taking a look at this beta version; of course the final version will present, as announced, much more material about the setting and background)

 

Here are the Hangout Overlays for use with the Hangout Toolbox App which I had prepared for our playtest game of Part-Time Gods of Fate:

 

Questions and comments please here or via Google+ (I’m NOT at Facebook).

 

If someone is interested in an Online Gaming Session of Part-Time Gods of Fate via Hangout, please contact me on Google+.