Feedback to Back – Part 2

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It’s been Nearly a month after GenCon, but I am determined to finish my synopsis of the play testing. So, I’ll skip to the good parts.

Dungeon Tours – So far, at most of my games, the average age of players was 20ish, and the gamers were pretty green. Even before I started my game of Dungeon Tours, a caper / construction game set in a Fantasy-Adventure world, I could tell this would be different. The average age around the table was older than me, and some had probably GMed before I even knew what an rpg WAS. When picking characters, they opted out of picking the silver-tongued Bard (though I reminded them it was a game about running cons.) One gentlemen in particular, sighting opposite of me, worried me the most. Pre-game time, I barely got a NAME out of him.
The second the game started, I realized that my fears were unfounded. The stern-faced individual (we’ll call him the Rogue, after his character), immediately livened up, and took gentle charge of the operation. The party immediately jumped into it, and quickly founded a loathe/hate relationship with the drunken noble serving as sucker client. The built a piratical adventure, featuring everything from fake musical puzzles, real graverobbing, fake trapdoors (that they might have forgotten to make “fake,”) and using a cannon as a tactic in contract negotiations.

dungeon map

No doubt, the star of the show was the taxidermied bear-boar composite fake monster, who was named “The Jeff.” I asked for an illustration, and they did not disappoint.

the jeff

  Feedback: Most of the feedback, it seemed, could be handled by GMing it better, it appears. I had forgotten one of my own rules, and as such, the board was littered with free invokes, making the game far too easy. The players, all of whom were new to Fate, were unsure of where my new rules started and where the old rules began. In the future, I’ll try to distinguish, “you’re testing THIS” before set-up.
Masters of Umdaar – for those who don’t know, this was a game I’d been working on since last spring or so. We signed up for GenCon, including 2 sessions, and then, to make a long story short, Umdaar was picked up by EvilHat as a supplement in the Fate Adventures and Worlds Patreon.

Premise: Masters of Umdaar is a pulp sci-fantasy, in the strain of John Carter of Mars, He-Man, Krull, Flash Gordon, and other corny but thrilling adventures. The game features a lot of random elements, including a random generator to create the adversarial race. This chart was originally a d6 chart, but I took the trouble converting it to 4dF chart. It was spick, it was span…

…it was on the laptop, back in the hotel. Dag. So, I took my buddy & GMing-guru’s advice, and I had them pick random animals out of a bag- I had brought with me an extensive collection of plastic toy dinosaurs, fantasy army-men, and other toys that I had purchased at Toys R Us and the Dollar Tree. One session had them facing off against a Mutoats (four-armed, mutant goatmen), the next group against the sneaky Centauripedes (insectoids that were Humanoids from the waste up, and centipedes from the waist down.) The final arena also featured such random threats as Megarats, cyborg Rozebras, and Lazerwolves (with robotic lazers on their tails, of course.) To keep the game under 2 hours, I had them on the rails for the whole adventure, (heck, the tunnel didn’t even have any forks), but they both tackled it in completely different ways. I never noticed how well Fate Core & FAE lends itself to cinematic adventures: If a player wants to overturn a fiery basin, climb a random chain, or swashbuckle from the ceiling, Fate makes it fast and easy.
Feedback: All seemed very positive. I’d love to test out a game without the “rails” given the chance.

SKELETON CREW – This was our last game of GenCon. After this game, we’ve got a 10 hour trek home, before I start a brand new job the next morning. I love GMing, but we’re all ready to go home. During set-up, Vince Salzillo, head of Double Exposure, comes over and says, “I’ve got some great guests lined up for you.” We don’t doubt that he’s got a good group, but I just nod, smile, and thank him. It would seem that the Vince-man does not exaggerate.

The event starts up, and Vince starts the game selection process. It’s on the far end of the hall, so us playtesters only hear every third word. Suddenly, I hear him drop my name, and he points in my direction. He asks me to wave, but being the goofball I am, I start waiving both arms, a la one of those fan-blown figures outside of a car lot. He then announces to the room who will be joining the game: Rob Donague and Fred Hicks of Evil Hat. I drop to the floor (only half of it acting.) Let us be brief and say that my thoughts were no longer on going home.

The group testing at the table was probably the perfect mix you could hope for for a playtest: two people (a couple) that had played rpgs, but never Fate; a young gentleman who had played it a litter (who was also a super-helpful aide for Double-Exposure, taking a much earned break); and two pros (Fred & Rob, who kinda invented the system.)  I introduced the system basics, and passed around the character sheets. The couple picked Peek-a-boo and Weston Peese respectively (and she even spoke in a little pre-schooler’s voice), and the aide took on the geeky hero-in his own mind Zomboy. Fred asked for a simple character (it’d been a long con,) and took on the role of Caomh Culainn, the Wight Berserker, while Rob gave the Mad Scientist Doc Turnell lots of life and even more melodramatic volume.

What was tested?: Our tweaks to the Fate Core system aren’t too elaborate, especially in a simple pick-up game. Our skill mode didn’t seem to cause too much confusion (one exception, noted later), and players seemed to really enjoy the “Round 0” effect, which lets players set up the conflict before punches are thrown.  Steve and I were both really pleased by the Team Spirit teamwork system, which we had only conceived of the night before. Previously, players had interpersonal aspects and a team concept- but that was the first time we had merged it onto a Team-Character Sheet. Rob and the Aide picked the interpersonal aspect of “Former Enemies,” which meant the Rob would constantly bellyache how the Doc (in his more megalomaniacal days), had been thwarted by the idiotic Zomboy… to which the aide would play Zomboy as a dumber and dumber still (it was a vicious cycle).  We had hoped to test “The Final Round,” but with a 2 hour playtest, we had to concede the fight before I would have liked.

Feedback – Rob had a question with one of the skills (Engineering) which I later got a chance to clear up… hopefully the full rulebook explains it better than I can. Everyone seemed to really enjoy the dry-erase Fate Game Aids. Learning from Dungeon Tours, I tried to make very clear from the beginning what they were being tested on, and several players seemed interested enough to sign up as playtesters.

Speaking of which, guinea pigs players are now allowed to sign up for the Skeleton Crew RPG beta test. Submit a form, and receive a FREE copy of the BETA test next month!

https://tatabletop.com/skeleton-crew-playtest-sign-up-sheet/

Skeleton Crew Beta Test – GET OUT OF THE KITCHEN!

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It’s official: this October, we’re releasing the Beta Test for the Skeleton Crew RPG! If you’re an interested in being a playtester, watch this spot- very soon, we’ll give you information on how you can sign up.

sc rpg beta ad

In the meantime, here’s sneak preview of one of the Pre-generated character :

Enchanter – Jynx Goldie, Muffinmancer

Jynx is an Enchanter, who focuses on creating potions, charms, and artifacts on the spot.

Jynx is a natural at aleuromancy- or as Jynx’s teammates dub it, a muffinmancer.  Jynx’s baked goods used have strange effects on its consumers, changing their moods or energy. After years of practice, Jynx’s treats now have an effect even if they’re not eaten- breaking open a devil’s food cake can release demonic energy, while the gingersnaps actually snap.  Jynx always preps dozens of treats before every mission, but also brings a battery-operated EZ-Cook Oven into the fray, just in case.

High Concept (Permission): Young Bread-based Crafter Mage

Example Trouble Aspects –All Bark, Little Bite; Barely in Control;

Example Normal Aspects for your Sorcerer: Eccentric Genius; Here’s One I Made Earlier (Somewhere); Doing It On the Fly; Don’t Bother Me, Magicking!; Perfectionist; Handy Work Bench

 

Enchanter Skill Set (Intrinsic Magic)

  • Great (+4) skill –   Fabricate
  • Good (+3) skills –  Shooting (Magic Muffins), Rapport
  • Fair (+2) skills –   Mythos, Resources, Sixth Sense
  • Average (+1) skills – Notice, Investigate, Athletics, Will

Enchanter Stunts-

Weaponized Magic – Flour Power Spell – Once per scene, you may summon a spectral fist of flour, and may use Fabricate as if it were Fight, to deal a close range Attack. Alternatively, you may use this once to defend against a Fight attack.

Specialized Magic – Tantalizing Aroma – You gain +2 Rapport to Overcome rolls when convincing weak willed individuals (aka mobs and lesser NPCs) to eat one of your baked items, if you have an item handy.

Derived Magic – Enchant Grain – You may use Fabricate to Create an Advantage to attempt to quickly make a baked good with a magical aspect attached to it, or place an aspect on an existing baked good. This aspect can be a property belonging to the food (ex. Luminescent Crescent; Exploding Nut Muffin), or a property that is passed on to anyone who eats it (Love-Potion Lemon Square; Naan Bread of Nausea). You can also use this to bake useful items and tools, like rock-hard battle baguettes or a sturdy pumpernickel ladder. Likewise, you may spend a Fate Point or a muffin-based invoke to already have a baked good with that aspect all ready to go.

Stress: Physical: 2                           Mental: 3                             Refresh: 3
Permission to copy for personal use!

Monster Gallery – Gloom Cart

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For our first RPGee-Whiz entry, we thought we’d showcase on of the monsters that shows up in the Skeleton Crew RPG: The Oboro-guruma, aka the Gloom Cart.  This is a fun monster for any supernatural Fate Core game, as it merges two things together: Driving and Combat. Know, any epic chase scene doesn’t have to include stats for the cars AND for the mooks driving it- they’re one in the same.  Though the skills are slightly different, feel free to try it in your Dresden Files game.

Oboro-guruma – Gloom Cart

It used to be said that if a woman was killed by an ox cart, her spirit would merge with the cart, resulting in a terrifying cart that roamed on its own, bearing a woman’s face.  Luckily, ox-carts are not that common in New Manchester, but it appears that victims of other wheel-based accidents (cars, trolleys, shopping carts, segways) are starting to surface.For Oboro minions, here’s our recommended sizes: tiny vehicles (scooters, segways, etc) as Average (+1); small vehicles (motorcycles, hot dog carts, mini-coups) as Fair (+2); mid-sized cars as Good (+3).  While we do not cover them here, we recommend you treat large vehicles (vans, SUVs, food trucks, semis) as Great (+4) Named PCs.Racial Aspects

Ghost in the Machine – Oboros are undead, and as such, might have weaknesses to holy magic.  Unlike most undead, silver and salt doesn’t hurt the “ghost” inside much, as it’s protected by a metal shell.

Hell on Wheels – Uses dark energy for speed.

Vengeance Against Bad Drivers!

STUNTS: Aggressive Driving – If the Oboro is given enough room to maneuver, it may use Drive to make close combat physical attacks against characters and other cars. It may also use Drive to make Overcome rolls to overcome minor obstacles.

Hit & Run (Good +3 Oboros only) – If the Oboro makes an Attack and succeeds with style, instead of taking the Boost, it may immediately move up to two zones away.

AVERAGE (+1)+1Drive, Physique, WillStress: No stress boxes—a one shift hit is enough to take them out. FAIR (+2)+2 Drive, Physique+1 Will, Intimidate

Stress: One stress box—a two shift hit is enough to take them out.

GOOD (+3)Aspect: Two-Ton Menace+3  Drive, Physique

+2 Will, Intimidate

+1 Engineering, Notice

Stress: Two stress boxes—a three shift hit is enough to take them out.