Talk nerdy to me :D

  • Xaphanos@lemmy.world
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    1 month ago

    What is a good ruleset for a table that absolutely refuses to read more than an index card of rules but will follow the lead of the referee? Freeform, story-forward, ages 14 to 65? Swords and magic.

    Unrelated, what do you think about the various versions of Traveller?

    • kescusay@lemmy.world
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      1 month ago

      Oh, you need Fate Accelerated. Six stats, five descriptive phrases that define your character (one of which is your character’s “trouble,” giving the GM automatic story hooks) and a smattering of stunts your character can perform, and off you go!

      Regarding Traveller, I’ve never had the stomach for it. Me and a group once sat down to create characters, and discovered it was so rules-heavy that by the end of two sessions dedicated to character creation, we still didn’t know for sure that we’d done any of the characters correctly.

      • Xaphanos@lemmy.world
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        10 hours ago

        You are absolutely correct about FA. I’m reconfiguring my planned next campaign around it. Thank you so much!

        • kescusay@lemmy.world
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          3 hours ago

          My pleasure! And if you’re being the GM, remember to keep track of the character trouble for each character. It’s basically a built-in way to make everything personal for the characters, as well as a mechanic to offer them extra fate points in return for invoking the trouble.

          My favorite example is this: Imagine you’ve got Indiana Jones as a player character in your game. His trouble would be, “Snakes… Why’d it have to be snakes?” He gets a fate point when you invoke it (if he accepts), but in return, it guarantees that he’s falling into a pit of snakes. Instant drama!