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#fatecore — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #fatecore, aggregated by home.social.

  1. @HeyeBodo Die Charakter-Erschaffung in "Die Geheime Welt der Katzen", wo die SC Katzen sind, die ihre Bürden (Menschen) in der Nacht vor Monstern beschützen. Die Begeisterung der Spielerinnen war unglaublich. So viel positive Energie!

    #pnpde #ttrpg #cats #secretsOfCats #FateCore #Fate

  2. I wrote six thousand words about #hackers and what they could hack and manipulate in different eras, including #cyberpunk, with rules for #ttrpg #fatecore. I need to refresh my mind for this week's next random topic.

  3. The design decision which won narrative gaming

    Last week, Apocalypse World came back to crowdfunding, with the Bakers seeking funding for a Third Edition of the game. Apocalypse World was first released back in 2010 and it took the indie RPG world by storm; by the time Dungeon World was released in 2012 it was already all but certain that ‘Powered by the Apocalypse’ would be a phenomenon. It’s easy to forget that there was another indie darling riding high in the hobby in the early aughts. Fate was arguably the other big indie game, and it even made its way into the ICv2 bestseller list after the success of its 2013 Kickstarter, an honor typically reserved for D&D, Pathfinder, and a few other corporate games. The ICv2 data point is particularly interesting. Fate outsold Apocalypse World; not only did the game peek into commercial sales charts as late as 2020, Fate even holds the statistically dubious honor of being one of only three games to ever outsell D&D in the ICv2 rankings (the other two being Pathfinder and FFG Star Wars). Commercially, Fate was an indie juggernaut. Fate has clearly not maintained the degree of impact and influence it once had. Hell, the last three Kickstarter campaigns run by Evil Hat Productions, publishers of Fate, were all Powered by the Apocalypse games. The literal keepers of Fate have, thanks in no small part to John Harper and Blades in the Dark, seemingly seen the writing on the wall in terms of salability and influence of PbtA over Fate. Why is that? To start, there’s an obvious disparity to the degree in which unaffiliated designers took the respective systems and ran with them. That said, it’s fairly clear to me that this is a symptom, not a cause. While it’s hard to beat the Bakers’ approach of ‘sure, just don’t literally plagiarize us’ for licensing, Fate was licensed under the OGL and later Creative Commons, which were both used by tons of creators in other contexts. No, the difference in third party support and expansion has to do with the design of the respective games, not their shepherding by their respective creators. And I think I know specifically which design elements made the difference. […]

    cannibalhalflinggaming.com/202

  4. The design decision which won narrative gaming

    Last week, Apocalypse World came back to crowdfunding, with the Bakers seeking funding for a Third Edition of the game. Apocalypse World was first released back in 2010 and it took the indie RPG world by storm; by the time Dungeon World was released in 2012 it was already all but certain that ‘Powered by the Apocalypse’ would be a phenomenon. It’s easy to forget that there was another indie darling riding high in the hobby in the early aughts. Fate was arguably the other big indie game, and it even made its way into the ICv2 bestseller list after the success of its 2013 Kickstarter, an honor typically reserved for D&D, Pathfinder, and a few other corporate games. The ICv2 data point is particularly interesting. Fate outsold Apocalypse World; not only did the game peek into commercial sales charts as late as 2020, Fate even holds the statistically dubious honor of being one of only three games to ever outsell D&D in the ICv2 rankings (the other two being Pathfinder and FFG Star Wars). Commercially, Fate was an indie juggernaut. Fate has clearly not maintained the degree of impact and influence it once had. Hell, the last three Kickstarter campaigns run by Evil Hat Productions, publishers of Fate, were all Powered by the Apocalypse games. The literal keepers of Fate have, thanks in no small part to John Harper and Blades in the Dark, seemingly seen the writing on the wall in terms of salability and influence of PbtA over Fate. Why is that? To start, there’s an obvious disparity to the degree in which unaffiliated designers took the respective systems and ran with them. That said, it’s fairly clear to me that this is a symptom, not a cause. While it’s hard to beat the Bakers’ approach of ‘sure, just don’t literally plagiarize us’ for licensing, Fate was licensed under the OGL and later Creative Commons, which were both used by tons of creators in other contexts. No, the difference in third party support and expansion has to do with the design of the respective games, not their shepherding by their respective creators. And I think I know specifically which design elements made the difference. […]

    cannibalhalflinggaming.com/202

  5. The design decision which won narrative gaming

    Last week, Apocalypse World came back to crowdfunding, with the Bakers seeking funding for a Third Edition of the game. Apocalypse World was first released back in 2010 and it took the indie RPG world by storm; by the time Dungeon World was released in 2012 it was already all but certain that ‘Powered by the Apocalypse’ would be a phenomenon. It’s easy to forget that there was another indie darling riding high in the hobby in the early aughts. Fate was arguably the other big indie game, and it even made its way into the ICv2 bestseller list after the success of its 2013 Kickstarter, an honor typically reserved for D&D, Pathfinder, and a few other corporate games. The ICv2 data point is particularly interesting. Fate outsold Apocalypse World; not only did the game peek into commercial sales charts as late as 2020, Fate even holds the statistically dubious honor of being one of only three games to ever outsell D&D in the ICv2 rankings (the other two being Pathfinder and FFG Star Wars). Commercially, Fate was an indie juggernaut. Fate has clearly not maintained the degree of impact and influence it once had. Hell, the last three Kickstarter campaigns run by Evil Hat Productions, publishers of Fate, were all Powered by the Apocalypse games. The literal keepers of Fate have, thanks in no small part to John Harper and Blades in the Dark, seemingly seen the writing on the wall in terms of salability and influence of PbtA over Fate. Why is that? To start, there’s an obvious disparity to the degree in which unaffiliated designers took the respective systems and ran with them. That said, it’s fairly clear to me that this is a symptom, not a cause. While it’s hard to beat the Bakers’ approach of ‘sure, just don’t literally plagiarize us’ for licensing, Fate was licensed under the OGL and later Creative Commons, which were both used by tons of creators in other contexts. No, the difference in third party support and expansion has to do with the design of the respective games, not their shepherding by their respective creators. And I think I know specifically which design elements made the difference. […]

    cannibalhalflinggaming.com/202

  6. The design decision which won narrative gaming

    Last week, Apocalypse World came back to crowdfunding, with the Bakers seeking funding for a Third Edition of the game. Apocalypse World was first released back in 2010 and it took the indie RPG world by storm; by the time Dungeon World was released in 2012 it was already all but certain that ‘Powered by the Apocalypse’ would be a phenomenon. It’s easy to forget that there was another indie darling riding high in the hobby in the early aughts. Fate was arguably the other big indie game, and it even made its way into the ICv2 bestseller list after the success of its 2013 Kickstarter, an honor typically reserved for D&D, Pathfinder, and a few other corporate games. The ICv2 data point is particularly interesting. Fate outsold Apocalypse World; not only did the game peek into commercial sales charts as late as 2020, Fate even holds the statistically dubious honor of being one of only three games to ever outsell D&D in the ICv2 rankings (the other two being Pathfinder and FFG Star Wars). Commercially, Fate was an indie juggernaut. Fate has clearly not maintained the degree of impact and influence it once had. Hell, the last three Kickstarter campaigns run by Evil Hat Productions, publishers of Fate, were all Powered by the Apocalypse games. The literal keepers of Fate have, thanks in no small part to John Harper and Blades in the Dark, seemingly seen the writing on the wall in terms of salability and influence of PbtA over Fate. Why is that? To start, there’s an obvious disparity to the degree in which unaffiliated designers took the respective systems and ran with them. That said, it’s fairly clear to me that this is a symptom, not a cause. While it’s hard to beat the Bakers’ approach of ‘sure, just don’t literally plagiarize us’ for licensing, Fate was licensed under the OGL and later Creative Commons, which were both used by tons of creators in other contexts. No, the difference in third party support and expansion has to do with the design of the respective games, not their shepherding by their respective creators. And I think I know specifically which design elements made the difference. […]

    cannibalhalflinggaming.com/202

  7. The design decision which won narrative gaming

    Last week, Apocalypse World came back to crowdfunding, with the Bakers seeking funding for a Third Edition of the game. Apocalypse World was first released back in 2010 and it took the indie RPG world by storm; by the time Dungeon World was released in 2012 it was already all but certain that ‘Powered by the Apocalypse’ would be a phenomenon. It’s easy to forget that there was another indie darling riding high in the hobby in the early aughts. Fate was arguably the other big indie game, and it even made its way into the ICv2 bestseller list after the success of its 2013 Kickstarter, an honor typically reserved for D&D, Pathfinder, and a few other corporate games. The ICv2 data point is particularly interesting. Fate outsold Apocalypse World; not only did the game peek into commercial sales charts as late as 2020, Fate even holds the statistically dubious honor of being one of only three games to ever outsell D&D in the ICv2 rankings (the other two being Pathfinder and FFG Star Wars). Commercially, Fate was an indie juggernaut. Fate has clearly not maintained the degree of impact and influence it once had. Hell, the last three Kickstarter campaigns run by Evil Hat Productions, publishers of Fate, were all Powered by the Apocalypse games. The literal keepers of Fate have, thanks in no small part to John Harper and Blades in the Dark, seemingly seen the writing on the wall in terms of salability and influence of PbtA over Fate. Why is that? To start, there’s an obvious disparity to the degree in which unaffiliated designers took the respective systems and ran with them. That said, it’s fairly clear to me that this is a symptom, not a cause. While it’s hard to beat the Bakers’ approach of ‘sure, just don’t literally plagiarize us’ for licensing, Fate was licensed under the OGL and later Creative Commons, which were both used by tons of creators in other contexts. No, the difference in third party support and expansion has to do with the design of the respective games, not their shepherding by their respective creators. And I think I know specifically which design elements made the difference. […]

    cannibalhalflinggaming.com/202

  8. WIP (4) 光影粗置
    自己感覺,磁吸式類紙膜與貼的膜還是會有手感上的不同。

    基本教義的內容,我決定要在跑 TRPG 的時候在遊戲中一起激盪出來,不自己想,然後做一個聖典的目錄。

    法律需要解釋,權力的存在也很明顯,因為是人訂出來當工具的,所以有需要便該健全它(法治社會),但若宗教為法律的基礎,就會完全不一樣,難以定義神言的內容透過人嘴來解釋,是否為其本意,這時,權力的手便會換一個方式,偷偷摸摸地伸進來,或是說,一開始就伸進來了。

    #痛苦的娜娜斯汀 #乳齒象友的塗鴉本 #FATECore #sketch #procreate #mastoart

  9. WIP (3) 人物線稿與背景安排
    今晚視情況來看有沒有時間繼續充實。但還沒有想到應該要畫聖人故事的畫框裡要畫什麼,可能畫一張油畫風的東西。

    --
    一開始並沒有聖典,只有神啓的數條基本教義。之後的人們以教義為法律,出現了許多歧見與爭執,於是聖會便以權威來解釋基本教義的細節,成就了聖典。

    :「我是覺得基本教義的內容中,本來就沒有說過要下放權威給我們這些信者,凡人真的能無來由地解釋神意嗎?」
    :「但這樣確實也讓普通人有理有據…… 讓聖典作為法律更加實用,更何況,神啓也只是透過信者之口啊,一開始就是權力問題了。」
    :「總之我是信神啓的…… 因為基本教義所說的是很簡單且廣泛的,更要求道德與同理心,而不是利益。」
    :「我並沒有思考過這些…… 可能哪天會有機會也說不定。」

    娜娜之後會成為最接近神啓的人,但那付出了無盡悲苦的代價。

    --
    參照了現實中的釋憲原理,與其普遍質疑。

    #痛苦的娜娜斯汀 #乳齒象友的塗鴉本 #FATECore #sketch #procreate #mastoart

  10. WIP (2) 編輯可見度重發

    對設定有一些想法…… 但這次的目標是完成整張簡單的場景圖,還沒有辦法回到狀態,不過也算是很順利了

    #痛苦的娜娜斯汀 #乳齒象友的塗鴉本 #FATECore #sketch #procreate #mastoart

  11. Die Aufnahme unserer letzten Fate-Session ist jetzt verfügbar: tripletwenty.net/2025/04/16/ap

    Leider nur in halber Besetzung, aber das gibt Flix und Unuk mehr Zeit zu strahlen.

    Hashtags:
    #pnp #pnpde #ttrpg #fatecore #actualplay #podcast #meme #memes

  12. "...no meticulously planned story ever survives contact with the players..."
    Fate Core, page 252.

    Now somebody tells me.

    #ttrpg #fatecore #gamemastering

  13. "...no meticulously planned story ever survives contact with the players..."
    Fate Core, page 252.

    Now somebody tells me.

    #ttrpg #fatecore #gamemastering

  14. "...no meticulously planned story ever survives contact with the players..."
    Fate Core, page 252.

    Now somebody tells me.

    #ttrpg #fatecore #gamemastering

  15. Hello dice.camp neighbors! Intro time.

    I'm a wargamer and role playing gamer coming back to both this year after decades away. (With a few unsuccessful attempts along the way to get my kids into RPGs.)

    Wargaming: #Battletech in middle school, then #40k in college. Returned through #WarhammerUnderworlds and #OnePageRules to learn I prefer skirmish games, leading me to #WarCry and #KillTeam.

    RPGs: started with Basic #DnD, then #BardGames, #Palladium, #WarhammerFRP, #d20. Now enjoying #FateCore.

  16. 經過了摸索……
    Claude 終於在角色變多的時候產生了記憶混亂,但情況很輕微,所以我在想可不可以用多個 Chat 來分擔他的阿茲海默症。

    一開始是想,每完成以一個 Chat 為單位的遊戲,就讓 AI 整理遊戲歷程紀錄,並在下一個 Chat 貼上,雖然可以堪堪進行,但又會有細節不足難以連貫的問題,而且每次都剪剪貼貼非常之疲累。

    之後發現 Project 功能裡面的 Project Knowledge 製作的 .md 檔案對於跑 TRPG 非常有幫助,可以在數個 Chat 中引用同一個來源的設定,並隨著劇情推進被動修改,這樣就可以處理每次遊戲資訊彼此不互通且失憶的問題。

    問題慢慢被找出來,真的越來越好玩了
    我想只要依循這個模式就可以有效地跑一個中等長度的1~2人團。就算最後爆掉,也保證能玩一個短團。同時一起與 AI 預防阿茲海默症。

    白天讀完書,晚上還要來處理這種像是在做筆記的東西
    我怎麼會這麼進取!

    目標是讓 Claude 以有趣、連貫且不自打嘴巴的情節與創意,順利跑完包含多次遊戲的 FATE

    可惜的是前面的內容要做廢掉,重新開始跑了 哭

    #FATECore #TRPG

  17. CW: 【 用 AI 跑 TRPG 】 FATE Core game with Claude 集成串

    想要在這開一個串
    看它能夠撐到什麼時候。

    Claude 可以在遊戲最後幫我做出跑團紀錄,超貼心
    而且沒有失憶,超年輕。

    以後我會在睡前適合的時候跑團(通常是一個小時),然後拜託 Claude 做跑團紀錄。這樣就不會被跑團要處理的雜事壓縮正事的時間。

    我注意到日本有一個 TRPG AI, 但我沒有日語能力,可惜。
    之前有試過一個叫做「AI Dungeon」的 App, 但是他是全依靠敘事,而沒有擲骰子、技能等簡單機制的進行方式,不是很適合我。

    我想,因為恰特GPT 的先天限制,所以我無法遊玩需要棋盤的包含戰略性質的遊戲,像是上次嘟友說的「踢門團」DnD, 這點很可惜,但以後一定會有突破吧,不知道多以後。

    --
    #TRPG #FATECore #Claude

  18. I want to thank all my followers, who support Mecha Vs Kaiju, #anime, #manga & the #TTRPGcommunity with a #FREE copy of Shen Battler Aurora for #FateCore. Just follow the link and share your name and email with us.
    Domo Arigato. ICHIMASU!!!
    MechaVsKaiju.com/email

  19. Fate x Vampire war gut. Die Lasagne die ich zuvor gemacht hatte, auch. Meine Hausregeln / Konvertierungsregeln waren wasserdicht. Das Würfeln ein Vergnügen. Regeln Nachschlagen: Selten. Voller Erfolg.

    #ttrpg #pnpde #Vampire #VtM #VampireTheMasquerade #FateCore #FateDice

  20. Mein Fate Core Spielleitungstisch für heute Abend. Wir konvertieren von #V5 #Vampire the Masquerade. Es wird gut werden. 😎🩸
    #ttrpg #fateCore #pnpde

  21. Le fediverse s'est avéré jusqu'a présent un tr'es mauvais endroit pour recruter des joueurs de #jdr

    Mais quand meme, au cas ou, j'ai des place pour demain samedi de 11 a 3 :-)

    #cosmos1999 #fatecore #Montreal

  22. @WanderingBeekeeper @twotone

    First things first: You should play what inspired you, lest the inspiration vanishes again.

    But since you showed interest I'd still like to second WanderingBeekeper's opinion. WotC has been very hostile to small creators, people of colour and queer folks over the last years.

    No need to get into the hobby's politics yet and obviously there's no harm in using stuff that's already been bought and paid for, but when it comes to spending money, there are many other options, many of which do not cost any money to start with and less than D&D going onwards.

    Some free games suggestions:
    #Ironsworn has a lot less rules baggage allowing you to focus on the characters and their relationships and cool specials:

    drivethrurpg.com/product/23836

    #TheFantasyTrip does almost the opposite and the basic "Fighter" version is free too:

    warehouse23.com/products/the-f

    #GURPS is a time-honoured veteran that can do pretty-much anything, including more realistic fantasy if that's your cup. The Lite version is free too:

    warehouse23.com/products/gurps

    #BasicFantasy has loads of free stuff and might be feel familiar for your friends that have been doing this for years or decades:

    drivethrurpg.com/product/14045

    #FateCore is very flexible and can get pretty close to the feel of movies and over-the-top adventuring. It has a lot of free or pay-what-you-want resources and settings:

    drivethrurpg.com/product/11490

    Sorry for the wall of the text. That went longer than I intended. 😂​

    #notdnd

  23. Just gonna write about #ttrpg stuff. like character creation.

    I really like the #FateCore #EvilHat character creation concept because they tie a whole lot of a character's history together in a way that helps me visualize how the character would act, but I often struggle with a goal for a new character at the start of creation. Fate system helps me organize a backstory that creates goals,

  24. @HeatherNatalie Fate Tachyon Squadron has a positional advantage system for dog fights, that I think works well narratively using an abstract advantage postion and fate aspects, to create movie like dog fight scenes. You can attack anyone in a less advantageous postion, and if your in the lower postion you want to create an aspect, and then use that aspect to try to get into the more advantageous postion. #fatecore #tachyonsquadron