I started a 13th Age game late this summer. I like the world and I admire the design, so I wanted to try it out. The sessions, however, were quite far apart, which was a clear signal that something wasn’t quite right. I wanted to continue the story of the characters and talked the players into converting them to Fate Core; now, I want to share my observations on how system matters. Continue reading
Last Wednesday a random group of players from our forum gathered to try out the new version of FATE. We knew it was going to be a tryout session and hoped it was going to be fun.
As a player I am not that much into rules-heavy games (and as GM even less). So what I had heard from FATE was actually quite promising. A simple system that allowed the players to contribute to the story and events of the game by creating defining terms.
I read through the first half of the rules (for a “rules light game” it has quite a number of pages) and got quite a good grasp of them. The GM had done the same so luckily we had the combined forces of two players who had almost read the entire rules.
Our GM had prepared an adventure and characters for us beforehand. The basis for the adventure was “Forbidden planet” type of space slipstream. I got to play a gorilla scientist enhanced with cybernetic implants. And damn it was fun.
As MustaJumala said in his earlier post I too like oneshot because the offer you a chance to get crazy. My Aspects (the defining phrases that are the core of your character) were easy to play. Krakatou was deeply concerned about his appearance as an intelligent being while on the other hand he still had his animal side. So I made sure we had a proper tea time after going all [scryfall]Gorilla Berserk[/scryfall] against a hideous space monster.
Our group consisted of the crew of Attila’s Court – a spaceship owned by MustaJumala’s character Captain Attila Moon. In addition to our characters there was a fungi that was living inside a dead crew member and the first mate who was actually a killing machine robot. Your basic crew all in all.
We followed the notorious space terrorist Gorgon (“GORGON!”) to a forbidden planet in hopes of rescuing the princess he had taken captive. Naturally we crashed and had to walk through all kinds of perils to reach the ancient temple of the artificial intelligence that was the reason this planet was off-limits. We fought snailmen and a lovecraftian horror and competed for the affections of the fungi infested colleague.
Just at the brink of epic showdown we got derailed into “conversation” about gaming mechanics.
I’m first to admit that it was mainly my fault. The challenges we had faced had been so demanding and the Fate points we had gained so few that we argued for awhile of what should my character do to get some points. It almost ended up destroying the game but luckily we got it under control. GM gave us some fate points just to keep the game going and to see how much difference they did (this was a try-out session after all).
As my gorilla had an aspect telling me that I had “saving the entire crew almost cost me my life” (or something along those lines) I ended up in a mortal combat with the A.I. Entering the matrix of the planet I wrestled it long enough for my friends to escape the perilous planet.
And just as they exited the atmosphere and thought they were safe a door opened behind them. “Captain Attila MOON!” cried out the space terrorist Gorgon.
Even if we do not get back to these characters it was a marvellous adventure topped with an excellent ending.
Though hopefully next time we are more experienced with the rules…