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#1 |
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Join Date: Aug 2004
Location: Los Angeles
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Late night musing, but - I've played in a number of games run under the Fate system, and I really enjoy the mechanic of Aspects.
It's a big change, but it seems to me I might enjoy keeping the GURPS skills and combat system, but replace advantages/perks and disadvantages/quirks with Aspects. Curious if anyone else has already tried something like this, or has thoughts on how it would go.
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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Dont really like it. Certainly a minimalist approach to things and for certain storyteller type games I can see an appeal.
On the other hand it did give me an idea about having another way to do Divine Purpose, Luck or perhaps a Fate Advantage. Buy one of those and tie it to Fate points like the article. I also think this is something that would work better in smaller groups. |
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#3 |
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Join Date: Aug 2004
Location: Los Angeles
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I agree there might be a certain amount of "you got your freeform in my crunch", but I'm still intrigued by the idea. Spending a Fate Point to get a +1 to a roll should be fine, but a +2 from invoking an Aspect would be huge.
Certainly some kinks to work out, but I'm interested to try this out.
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How to Be a GURPS GM, author Game Geekery, Blog (GURPS combat examples, fillable PDF sheets, rules summaries, campaigns and one-shots, beginners' intro) GURPS Discord, unofficial hangout and real-time chat |
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#4 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Quote:
After all GURPS has both Luck, and Buy Success for Unspent CP to chose from |
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#5 |
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Join Date: May 2005
Location: Oz
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I'm looking into it, or perhaps at coming back the other way. I've been experimenting with Spirit of the Century and Diaspora for a couple of months, and I'm coming to the conclusion that I don't care for the treatment of tactics and combat circumstances by means of Maneuvers, Aspects, Tags, and Compels, and that I am particularly unhappy with FATE's treatment of combat outcomes as Stress and Consequences. I'm considering the prospects for grafting a tactical combat system with circumstance modifiers and explicit relevant hit and wound mechanics on to FATE.
It might be better to graft Aspects and Fate Points onto a more mechanically robust game such as GURPS, ForeSight, or (my current prospect) James Bond 007.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#6 |
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Join Date: May 2005
Location: Oz
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Every time an Aspect acts like a Disadvantage you get one. Also, they "Refresh" to a base level at the start of a new adventure.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
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#7 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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So in other words after you get good RP bonus an after you every plot based rewards, so the Match buy Success for CP in how often it occurs. Except that Fate point only improves your odd at success where as buy Success guarantees it.
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#8 | |
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Join Date: May 2005
Location: Oz
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Quote:
Furthermore, Fate Points are not an especially close parallel to buying successes. Sure, you can use them for a +1 or +2 to an important roll or a +1, +2, or re-roll on an inadequate (bad) one. But you can also use them for Aspected serendipity, and for compelling other character's Aspects. And for refusing Compels. For reference, see the Spirit of the Century SRD on-line.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 09-16-2011 at 02:52 AM. |
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#9 |
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Join Date: Oct 2007
Location: Vermont
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I would keep Advantages, I think they're crunch is important, especially in its interactions with the parts of GURPS you like (Skills and Combat.)
Replacing Disadvantage points with Compells does appeal to me however. Simply give a character Fate Points (CPs that can only be spent for buying successes, flesh wounds, etc....) whenever their Disadvantage disadvantages them. A list of positive aspects might be useful as a limiting factor for the expenditure of Fate Points (e.g. must be spent on heroic action appropropriate to your Aspect.) Anyway, that's how I'd do it.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#10 |
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Join Date: May 2005
Location: Oz
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That would mean restricting Fate Point expenditures to Invokes and powering Stunts. I'd suggest keeping Minor Declarations as well. But the generic +1 bonus is deprecated even in Spirit of the Century, and I see your objectionss to Tags and player-initiated Compels.
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Decay is inherent in all composite things. Nod head. Get treat. |
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| Tags |
| aspects, fate |
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