Atomic Robo is awesome. You'll love it. Tianxia works lovely, Freeport I've never been fond of but you should also check out Mindjammers 2e if you enjoy transhuman sci-fi.
Cheers
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Atomic Robo is awesome. You'll love it. Tianxia works lovely, Freeport I've never been fond of but you should also check out Mindjammers 2e if you enjoy transhuman sci-fi.
Cheers
The most interesting thing to borrow in Freeport (if you don't want an eldritch-piratey game) is using the D&D characteristics like FAE Approaches. It's very simplified, but would enable you to use some D&D stuff.
But not all of it. You wouldn't want to use that for bigger monsters -- dragons would be utterly unbeatable.
A way to do really extravagant, cinematic High Fantasy will be very nice for Fate. especially a character like Lina Inverse or Favaro Leone (the roguish bounty hunter of Rage of Bahamut, a new show you really should be watching). Fate is designed around things like that, but the really spectacular stuff would be lovely.
One thing I do know is that if I really need mecha I have all kinds of alternatives, which contradict each other.
Fate is such a toolkitty game that I have a hard time even imaging two different campaigns having essentially the same character creation rules.
There's a PDF titled Collectanea Creaturae on RPGNow, that brings high fantasy creatures into FATE gaming. It also gives conversion tips so you're never at a loss for a Myrmidon! Once you have FATE down to a science (if there could ever be such a travesty), you begin to see the similarities in character creation between different rules sets. The good thing about FATE is that it's a primarily additive system: the basics are always present and the rest is just icing on the cake.
The best thing to do with different styles (and "stats") of mecha is to capture the essence of it in Aspects. A stealth armored mecha could have "Hard to be detected." One that has improved targeting could have "Always hits it's target at least once." Missiles and Gun ammunition can be marked off in stress boxes, and any additions or subtractions to the vehicle can be made with Ladder adjustments such as Great Targeting, or Superb Agility. It's very similar in content to adjusting creatures above.
EDIT: A good resource for mecha conversion is the d20 Mecha Compendium Deluxe Edition (also available on RPGNow). If you can't find what you want to build there, It doesn't exist. Not only that, it gives you access to all of the Heavy Gears and room to build even more spectacular machines. Additionally the system it uses is similar to the Silhouette system where everything is described in "words" as opposed to stats (HP - or health in FATE - being the exception).
Hope this helps,
SF
Picked up Atomic Robo. haven't really looked through it yet, or read the comic, but I'm already thinking of game uses for Dr. Dinosaur.
I also paid for the playset today. I spent a lot more money today than I probably should have, and I'll be spending even more when I go to the movies tonight.
Getting back to FG, I wonder if people have already done a FAE extension.
Don't forget that Dr. Dinosaur is devilishly insane and should not be handled lightly by new Tesladyne employees. I started a FAE extension, but was waiting for the finalized version of FATE Core. I then realized that the Toolkit had everything I needed to play in the FAE style. Who knows, I might get back to it (or not as the work piles up around me), but someone is more than welcome to beat me to the punch.:)
For Fate Accelerated, for the moment, use the Blank Skills extension and add the 6 approaches as skills. I've not yet done an extension that puts the FAE approaches/skills in.
There's a FAE ruleset out there.
Been working on a new campaign, and wondering is there's hope to see the string issue resolved before January?
What string issue?
Mainly all the hardcoded English words in the code, that aren't in the string files.