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Thread: Fate Core?

  1. #41
    Valarian's Avatar
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    Public note items work well as "post-it" notes. I've got a screenshot at home of a Star Wars game where we used those. I'll post it.

    On stress tracks, I am currently thinking of doing these as a template window class with a max score number controlling the visibility of the individual stress boxes. I also want to create an option in the template for using them in the normal way, or in the ammo counter method used by some Fate games.
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  2. #42
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    For setting aspects and scene aspects, I may look at tailoring the party sheet.
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  3. #43
    Quote Originally Posted by Valarian View Post
    For setting aspects and scene aspects, I may look at tailoring the party sheet.
    That would be a great addition. And I'd like to see a shot of "public notes" being used as "post-it's." If they do the job I'm all for it!

    One other question. Are you going to allow Conditions within the ruleset?
    Last edited by S Ferguson; March 13th, 2014 at 21:02. Reason: Another question...
    Aliens.... Go fig?

  4. #44
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    Screenshot of user notes as post-its

    Screenshot of user notes as post-its
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  5. #45
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    Character Sheet for Fate Core
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  6. #46
    O.K. That makes *much* more sense now. And they're kinda catchy too. Do you ever feel like your screen's too cluttered though?

    Cheers,
    SF
    Aliens.... Go fig?

  7. #47
    Quote Originally Posted by Valarian View Post
    Character Sheet for Fate Core
    That looks nice, compact, and like it will get the job done. I like that all the really significant stuff is on one page, taking full advantage of that feature of Fate.

    What are the other two tabs used for, by the way?
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  8. #48
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    I've not changed them. Standard CoreRPG inventory and notes.
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  9. #49
    Nice and compact, although I would have sorted alphabetically the skill list. Right now it can take a few seconds to find the rank of a specific skill, especially when you're the GM parsing 4 or 5 PC sheets in the middle of a contest.

    There's also not that much place for aspects. Could a single zone, with less margins and empty spaces could have more? And/or using the space above the firsts aspects: that's quite a huge space for a huge name, which will be cut off under the portrait anyway. Maybe the name could start above the top left corner of the skill list, and the space liberated used for more aspect (or more consequences, for consequences descriptors longer than a couple of words)?

    On another subject, I was wondering if you had anything special planned for compels (and anything along those lines)? This one area where IRL tabletop FATE game are superiors, there's the expression of the faces, the GM playing with a token or two, trying to give it to the player, the other players hoping or fearing the result, and so on. That all back and forth, a big part of it non verbal, is completely lost in virtual tabletop.
    Last edited by Blacky; March 18th, 2014 at 01:01.

  10. #50
    Quote Originally Posted by Blacky View Post
    Nice and compact, although I would have sorted alphabetically the skill list. Right now it can take a few seconds to find the rank of a specific skill, especially when you're the GM parsing 4 or 5 PC sheets in the middle of a contest.

    There's also not that much place for aspects. Could a single zone, with less margins and empty spaces could have more? And/or using the space above the firsts aspects: that's quite a huge space for a huge name, which will be cut off under the portrait anyway. Maybe the name could start above the top left corner of the skill list, and the space liberated used for more aspect (or more consequences, for consequences descriptors longer than a couple of words)?

    On another subject, I was wondering if you had anything special planned for compels (and anything along those lines)? This one area where IRL tabletop FATE game are superiors, there's the expression of the faces, the GM playing with a token or two, trying to give it to the player, the other players hoping or fearing the result, and so on. That all back and forth, a big part of it non verbal, is completely lost in virtual tabletop.
    FATE chip dangling used in compels and invoking, I believe can be manipulated by the GM quite well in a VTT situation (assuming you have voice; even though the game isn't face-to-face I find you get more bang for your buck with compels because the player can't see the expression of the GM's face. Ditto for other players that call out compels. First rule of adventuring: Keep the players in the dark, until it's time not to keep them in the dark. It's seems to be a maxim of how FATE unfolds. Also, I tend to like the ranking order. I tend to play "pyramid" style rather than "columns." (even though I loved the Dresden Files) and at least now I can visualize the pyramid albeit the fact they're in a linear order.


    I just hope there's room for stunts, a little more room for aspects (not much more) and some sort of organized character background section that doesn't fall under "Notes." I like the pertinent (in est - needed to play) information on the front page of the character block as it is currently. I don't want to go hunting for information I'm going to need. And while I'm on the topic of a "wish list." as you're usually always rolling 4dF every time, an auto-roll box should be available for skills, and other contests.

    Rolemaster has a die box that generates different types of rolls so it wouldn't be to difficult to implement - a throw die call after pushing the fate die icon. I've always found it funny when the FATE dice show up under the Core, it still assumes you're rolling any ordinary polyhedron. Oh well, beggars can't be choosers. Maybe an automatic 4 die spread when you pick them up. There's also the option of FATE Cards!

    Regards,
    SF
    Last edited by S Ferguson; March 18th, 2014 at 03:09.
    Aliens.... Go fig?

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