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Fate Accelerated Idea: Fallout

If you have been following my blog for a while, you might have read my posts about the Fallout game I’ve been running with Fudge. Recently I looked into switching from Fudge to Fate Core or probably even Fate Accelerated. So you might be wondering why the change? Why not keep running Fudge?

I actually intended to use Fate in the first place but then got cold feet. I just thought a more classic game might be easier for me to handle as a GM. Now that I’ve been reading Fate Core, Fate Accelerated and the more recent Atomic Robo RPG thoroughly I thought I should give Fate another try.

Instead of messing too much with Fate Core I decided to basically use Fate Accelerated and borrow an idea from Green Ronin’s Fate Freeport Companion. In Green Ronin’s variant of Fate they use D&D’s iconic attributes (Strength, Dexterity, etc.) instead of Fate Core’s skills. So instead of using Fate Accelerated’s approaches we’ll be using the attributes from Fallout’s SPECIAL system.

I also intend to use Weapon and Armor Ratings as detailed in the Fate Core rulebook page 277. I still have to think about which weapon or armor should get which rating but that should be easily done.

I even created a character sheet inspired by the awesome one Teo Tayobobayo posted at the Fate Core Google+ community. Here it is:

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If you are an experienced Fate GM and if you have any tips for me, please post below! As always every comment is highly appreciated.

3 thoughts on “Fate Accelerated Idea: Fallout”

  1. Using Weapons and Armor ratings makes the game (a bit) more gritty, which is appropriate for the setting.

    Replacing the approaches with the attributes gives the game a slightly different feel. It’s a bit more like a skill – you’re no longer doing something in a certain way i.e. flashy or forceful, but by using an attribute to accomplish something (Strength, Charisma). This should still work, but gives the game a slightly different feeling.
    Another example for this is Jadepunk, where the approaches are replaced with professions like Fighter, Scoundrel, Diplomat, Engineer etc.

  2. I’ve running a Fate Freeport game for almost two months now. The six skills of Freeport is closer to Core than to Accelerated, in my experience.
    If you want some tips for running Fate:
    – Go easy on the number of aspects in play, specially if some of the players are new to Fate. Just with character aspects and Consequences you will have your plate full, trust me.
    – Explain the 4 Actions and the 4 Outcomes first, but lean heavily on Overcome rolls, while slowly introducing the Create Advantage action in a case by case basis. I’ve found there’s a certain level of abstraction and system mastery that the players must reach before fully understanding the concept behind Create Advantage.
    – Say Yes often and be generous with Compels and FP awards; you want your players spending FPs, not hoarding them. At least until they get the hang of it.
    – Be as explicit and upfront as you can about the tone and genre expectations of your game, since that will help you adjudicating the appropriate scope of skill rolls and aspect invocations, and will save you some table arguments and undesired plot derailments.
    Good luck!

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