Thoughts so far

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atamajakki atamajakki's picture
Thoughts so far

Just gonna collect all my thoughts on the FATE conversion here. Figures it's good to have some concrete feedback.

Morphs are the section that needs the most work, as I said in the other thread. The current approach to implants is too crunchy for the FATE design approach and that space would be better spent on better guidance on "morphs as Aspects."

Infosec doesn't need to be as complicated as it is currently. The complexity of hacking in EP core is one of th subsystems I've seen the most complaints about in the past, and this FATE book seems to have brought that over wholecloth. Simpler is better.

The new skills need example Stunts; I want to see some fun Hardware tricks.

I want Rep to be explained more thoroughly, as it occupies a very strange place compared to a traditional currency. It's a difficult concept to grasp.

Try to cut down on the "reference the corebook" stuff for anything other than setting information.

The difference between Athletics and Somatics needs to be clearer.

I'm not sure why "select a Faction and Background" thing is there.

The alternate skill pyramid makes me really happy.

"Why did Firewall choose you?" is a fantastic Aspect generation phase that I will definitely steal for stuff like Delta Green, Dark Heresy, and the like.

Gee4orce Gee4orce's picture
Skill modes

I'd like to have seen skill modes used for character creation - Atomic Robo style. A character would be a sum of it's Modes, one each for Morph, Ego, Background and Faction. Each mode has an Aspect, some skills, a stunt and some stress boxes.

A skill's rating is simply the sum of the number of times it's mentioned in a mode. If this leads to skills that are two low (I haven't experimented), then you could easily add another mode (e.g. a generic Morph type mode), or make the Ego mode worth 2 each, etc.

Switching morphs is just a case of swapping out the morph mode(s).

-- when I realise this was a nice approach, I kind of lost interesting in reading the rest of Transhuman FATE.

jiyunatori jiyunatori's picture
atamajakki wrote:Infosec

atamajakki wrote:
Infosec doesn't need to be as complicated as it is currently. The complexity of hacking in EP core is one of th subsystems I've seen the most complaints about in the past, and this FATE book seems to have brought that over wholecloth. Simpler is better.

I totally agree with that. Also, in the spirit of simplifying stuff, I don't really see the point of a separate infosec skill. Hacking could be a stunt that allows you to use the Interface skill to mess with software instead of just using it.

Silverwave Silverwave's picture
I also agree with all points

I also agree with all points of OP.

To me, a lot of bits and pieces felt uneccessery far from Fate Core and could be refined or could even use already existing Fate concepts/mechanics as is.

For example, I'm not particularly fond of the skill fields. To me, fields sounds like stunts, but let's pretend. Well, I feel there's skill unneeded rules about if two fields would simultaneously help. That kind of grittiness is not needed for Fate IMHO­.

Totally agree that some skills could be merged further. Is there really need for Hardware, Infosec, Interface and Program? I feel like there's a lot of crossovers from those skills.
Would I use a skill for Interests? I don't think so.

jiyunatori jiyunatori's picture
rep networks

The rep rules could be streamlined too ...

A rep score + debt rating for each network feels unfateful. Especially when the debt rating is a bit like a stress track but not really, with its special rules ...

All this subsystem feels removed from the aspects and the fate point economy, even though reputation could synergize very well with aspects.

To me, what came out of this discussion could be improved with the speed/cost/quality resolution (great idea !), maybe a rep stress track, and that would be more than enough.