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Can This Work?

Started by Ghost Whistler, March 08, 2012, 04:03:29 PM

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Ghost Whistler

This is a pretty out there idea, and it probably won't be explaiend well by me. But can it work?

A system of fate points, the usual thing you use to spend on dice rolls.
These are acquired through doing cool things and, as with fate, through enduring character flaws.
They are spent to improve dice rolls, and (as per TSoY, which is an idea I like) to improve allied dice rolls (through some tagging mechanism).
However, these points are supposed to represent the forces of fate that mark our heroes out for greatness. This means two things:
First, the points are there to be used.
Second, those forces also bring the attention of all the players on the great stage, good or evil. Fate is amoral.
So the crux of this idea: the GM can spend those points to improve the character's enemies' actions and dice rolls if the player won't (he's always going to get first refusal and more importantly an opportunity to use them otherwise it's just unfair).
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Rincewind1

Separate between GM's Fate and Player's Fate. Otherwise you will have players rushing to use the Fate Points.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

JasperAK

An idea I have been toying with recently involves a mechanic that seems similar. One big difference is that whenever the Judge uses what you call a Fate point, all of the players get one to spend. If the players can count on earning them, they may be more likely to spend them.

Rincewind1

Quote from: JasperAK;520684An idea I have been toying with recently involves a mechanic that seems similar. One big difference is that whenever the Judge uses what you call a Fate point, all of the players get one to spend. If the players can count on earning them, they may be more likely to spend them.

This is how it worked in old Deadlands, except the other way around, if I remember correctly.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Monster Manuel

I used nearly this exact idea in my Golden Age Morningstar campaign; Fate points represented the favor or attention of the gods and/or future generations telling your tale.

I gave FP to important bad guys because when it came down to it, they weren't metagame, they were in-world. Geese and Ganders.

I could try to dig up a list of the uses of FP if my computer stays alive, and if you're interested tomorrow. My system was a patch to D&D 3.5 , if it matters.

If you're interested in the full details and you don't hear back from me, it's because my computer's dead and I'll be offline for a while.

The gist was that 1 FP allowed for bonuses and taking 10, 2 fp allowed for rerolls after the fact, and more FP allowed for bigger strokes of luck, like 5 points to avoid a coup de grace via uncanny luck, and 10 points would let you Mulligan a killing blow after it looked like you had died, so you might fall off the edge of a cliff to land on a ledge 15 feets below, or wake up to realize that your flask saved you from that arrow.  There were other uses as well.
Proud Graduate of Parallel University.

The Mosaic Oracle is on sale now. It\'s a raw, open-sourced game design Toolk/Kit based on Lurianic Kabbalah and Lambda Calculus that uses English key words to build statements. If you can tell stories, you can make it work. It fits on one page. Wait for future games if you want something basic; an implementation called Wonders and Worldlings is coming soon.

Ghost Whistler

Quote from: Rincewind1;520660Separate between GM's Fate and Player's Fate. Otherwise you will have players rushing to use the Fate Points.

Well, there's no point having these things in games if they don't get used.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.