Posted at May 2, 2007 by Wil
Well, I intended on at least writing an entry every couple of days, but I guess that kind of flew out the window.
Recently I have gotten hold of Spirit of the Century (as well as FATE 2.0) and I have to say I really like it. I had seen FATE talked about on RPG.net for some time, but I’m generally not that curious about new game systems so I hadn’t gotten around to looking at it. Maybe my preferences have been sliding towards the Forgey or something but I’m not seeing that; I just kind of naturally starting reading some threads, then looked at the SRD, then got the book. Really I was looking for ideas to swipe for incorporating into other systems (like SilCore). What I found out what that SoTC is a good game period, no matter what angle it’s coming from, and something I definitely want to play. That says a lot, because while I can appreciate a lot of the elements in The Shadow of Yesterday it didn’t make me want to get out and play.
So what are the good parts? I have to say hands down it’s the aspects. I’ve likened it to object-oriented gaming, which I know is a very, very poor example. It’s the idea that things are defined by the things that are observable about them and that these things only impact the game when they matter. In a traditional role playing game, the ground outside of the warehouse might be specified as being comprised of gravel, with a list of defined properties (-3 to Stealth rolls for example). However, there’s nothing really there that indicates this might be useful or even matter in someway. In SoTC, that area might have the aspect of Gravelly. Because of the way the system works, it begs for someone to take advantage of it. A player might perform a maneuver in order to tag a guard with “Gravel in the face!” The GM might compel Gravelly to suggest that a player sneaking through the yard is heard. A player might tag Gravelly to get some extra traction in trying to keep a vehicle from rolling. Just that little change from a static environmental factor to one that makes it known it wants to be used makes all the difference in the world.
Now, some people (I think a friend of mine is one of them) might be scratching their heads and thinking, “Why should the player or GM have to do anything system wise to take advantage of this gravel? Isn’t it there no matter what? If no one tags Gravel as an aspect does it make the lot less…gravelly?” The simple answer, and hence the shift in thinking for me, is that if no one is making use of the Gravelly aspect it simply isn’t important. It doesn’t make the character’s boots crunch any less when they walk across it, it’s just that without someone using the aspect there’s no impact. It by no means limits the choices the players have, either - it just means they have to be a bit more proactive about it. I really can’t wait to see how it plays out.
The next great thing is the section on running games. This stuff is good for nearly anyone, regardless of what system they use. Things like this are pure gold. Sure it seems like common sense, but it’s nice to see it actually distilled down:
How do you know when it’s time to move on? Well, just about every scene you could envision has a purpose, a moment where you can definitively say that the point of the scene has happened. Usually, this happens after the resolution of some kind of conflict, but that isn’t always the case.
Now, I do like pulps - when I was kid when we went camping at night we’d listen to old radio shows my dad had recorded from NPR - but my pet project right now is adapting FATE 3.0 to Tribe 8. It’s moving along pretty well. As I get things hammered out I’ll be posting the tidbits here, eventually play testing and putting up the final product.