FATE Core General

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I figured I may as well make a thread for the system I'm most invested in playing in at the moment. Feel free to post interesting aspects, stunts, extras, subsystems and other such content here. Theme of the week is the Ancient Orient, some time after the development of rifles but before the nobles found out drinking mercury didn't make you live forever. Currently playing a Ninja in such a game. A Ninja who also happens to be a puppet that's been animated by unknown means. Any advice for playing an unconventional and honorless weirdo in an oriental setting where honor is pretty important, but being non-human isn't the worst thing that could happen?

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shameless bump

boy howdy is Veeky Forums posting fast tonight

I'm surprised autismo hasn't come along with his five post copypasta about how Fate forced him to rape a kitten..

Anyhoo, OP, I think I'd need a little more setting info than you've given to start crafting possible aspects.

not gonna give out too much without the GM's permission but it's a pretty standard oriental type deal. There's an empire based off of a mishmash of china and japan with twelve clans based on the chinese zodiac, and there's two forms of magic in this setting, Wu Xing, which is basically just bending from avatar and other weeby magic, and Feng Shui, which is more ritual-based and involves negotiating with spirits from the spirit realm to achieve desired effects.

What the kek

Does anyone have insight into not just adding new rules, but also the success of modifying existing rules?
Skills are obvious changes and so are the many setting tweaks you're supposed to perform. I'm just curious if anyone has gone against the rules (which seems difficult because they encourage changing so many things).

Also, the limits of human ability are a bit more lax here. Martial arts can get pretty crazy, like cleaving bullets apart mid-shot or jumping incredible distances.

Most of the tweaks I've used have been to the skill list. I haven't done much by fiddling with the core mechanics - it doesn't seem necessary.

Setting/game aspects and how aspects are generated change a lot, of course.

And how Fate Points carry over between scenes sometimes changes too.

Anyone has ideas on how to run a Power Rangers-esque game, where teamwork is crucial, at the point that team abilities are a staple?

You can change a number of things. Skills, number of aspects, refresh, stress... What you really cannot and shouldn't change is the FP economy.

On the other hand, when making changes you should always keep an eye on why things are there in the first place. The best would be just changing the things that actually need a change and keep the rest the same.

>I'm just curious if anyone has gone against the rules (which seems difficult because they encourage changing so many things).
GM-wise: Sometimes the rules are not a good fit for the current situation. You can rule things on the fly, so long as you talk it with the group. You can mix and match how rules work. For example, let's assume that a player punches a glass table while trying to use Provoke and fails the roll. Failure, understood as a success at a cost, could imply that they get a consequence, Wounded Hand, despite no rule tells you you can actually do that.

Player-wise: If a rule or ruling has been agreed by the group, and you decide to go against it, the GM has the right to veto your actions. But remember that fiction comes before rules, so fiction shouldn't be vetoed unless it doesn't make sense. You get to say what you want to do and the GM resolves how to do it.

The only way anyone could break a rule is by fucking up the FP economy and even then that's difficult as fuck. Everyone would have to agree to break the rules.

One very important house rule I would recommend to any GM running Fate is to introduce a fifth action: discover.

Ryan Macklin explains here:

ryanmacklin.com/2014/10/fate-the-discover-action/
>If I could go back in time, I would add this to the ruleset.

Without the discover action, it is trivial to break the game through low-risk create an advantage actions under Empathy, Investigate, Lore, and Notice which stockpile free invocations.