Blog

The Core of Fate Core

I’ve seen folks describe Fate in a variety of ways. Collect them all together and it becomes a big jumble of paradoxes. It’s rules light and it’s heavy, etc. And it’s true, we’ve certainly “overwritten” our Fate 3 based games out of a great love for explanation, examples, guidance, and advice. But at the end […]

Building a Challenge

Ok, let’s do this thing: Climbing the MountainOk, the mountain. It’s big, it’s windy, it’s snowy, there are bad things living there that want to eat your face. You guys need to get to the top, probably because there’s some ancient city or something up there. I dunno. Make something up. For reference, let’s say […]

What Doesn’t Work

I put out a call for challenge requests and got some interesting ones, but what struck me that that many of them were most interesting for why they don’t work, so I’m going to be doing counter-examples today. These are all things you might want to do in a game, but they’re not necessarily good […]

Mapping the Challenge

Not every challenge needs a map (or equivalent) to work well. Often the challenge revolves around something large and amorphous which can be engaged by any character at any time. However, maps make challenges more interesting. It’s possible that’s backwards. It may be more accurate to say that challenges with different fronts, which allow different […]

How Challenges Hurt

It’s pretty easy to model a damage-dealing challenge. On some level, that’s what almost any trap is. Consider the classic “Hallway full of darts” – it makes an attack against each player after they act for some amount of damage and players try to dodge through, spot pressure plates or disarm the mechanism. Right off […]

The Challenge Strikes Back

If you spend time designing monster for 4e you will quickly discover that while some parts of the design are pretty standardized, like hit points and defenses, others are much more art than science. Specifically, monster abilities follow few hard and fast guidelines, and are instead something you come up with by mixing your ideas […]

This Is Not A Science

First, 2 Realizations:1) SP is also used for currency, but to heck with it, I’ll keep using it for the time being. This whole thing is going to need a big language cleanup by the time it’s done.2) Rather than 1d6/1d8/1d0 damage progression, it probably makes more sense to use the light, medium and heavy […]

Fighting the Situation

What are hit points? Historically, they were a measure of health and toughness, but over time (much like armor class) that got more and more abstracted until you’re left with some incongruous trappings (like tying them to constitution) and a simple reality: They’re a pacing mechanism. They measure how long something stays fighting, which in […]

Situation – The Problem

This all began with @sarahdarkmagic raising an innocuous question on twitter: how to run breaking into a castle in 4e. Specifically, the issue was that doing it as a skill challenge did not provide the right feel, which was more fast and skirmishy, taking out guards and such. Now, I could argue that a skill […]

Pacing

The first post-holiday game of the Cold War game I’ve been running was last night. Coming back from a break is always rough, and there’s often a fear the game will have lost it’s inertia during the hiatus. Thankfully, things went off very well, and we had a great adventure chasing shadows and lightning in […]