A Fate RPG « Thread Started on May 17, 2004, 1:04am »
This carried over from the Servant Class thread which has long since gone way off topic:
I think basically we should work these things out FIRST. After we decide what we want to do we can fiddle with system and GM suggestions.
1. Where is the general setting and time period? - Past? (an old grail war) - Future? (a new grail war) -What Fate timeline if in the future? (Fate/UBW/HF)
2. What will be the basic format? - Will it be everyone out for themselves with cooperation and such as needed or will there be an excuse to form a traditional party? - It should be noted that not having a traditional party does NOT limit there being a common foe. There could certainly be a villain like a Kotomine working against everyone. The question is whether people are out first for themselves or not and how dispossed they will be to fighting each other.
3. How exactly will the servants fit in gameplaywise, both in the story and in combat? - Will they be trotted out just in combat or will they be major players and characters themselves. I.E. Three dimensional NPC characters.
4. How much of a PVP element should there be? -A note is that there could be a reasonably high death rate. Depends on how many times people flee from combats and the like. Obviously if someone fights to the bitter end with another PC someone is going to die.
5. How customizable should characters and servants be? - Would people prefer to live with an established spell group or do we want the ability to work out our own ideas independently?
6. How much should the rest of the type moon universe influence this? - I.E. should it basically just take the general format of Fate and limit it to that or should it be more than possible for dead apostles, familiars, demon hunters, etc to show up and cause trouble.
Anyone have additional questions to bring up? Lets just go through these one by one instead of everyone trying to respond at once on everything. I have a feeling when there is a consensus on what everyone wants in the game a GM and a system will naturally present itself.
Also, people should note if they are confirmed to being interested and in what capacities (prefer GM or player, no preference, leaning more in one direction, etc)
On time:
For the time period, I suggest we should go with the future and put it at least another 10 or so years. Possibility of cameos but the participants of the last grail war will by and large not be a significant influence. Might be one or two notable exceptions.
If it comes up I think either a Fate or UBW one would be the most appropriate. I am just not a fan of HF myself and its the most out there. Plus I got the sense the grail went bye bye for good didn't it?
I'd prefer to be a player but I could run things if needed.
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Re: A Fate RPG « Reply #1 on May 17, 2004, 7:38am »
Here are my votes:
1. Where is the general setting and time period? - Past? (an old grail war) - Future? (a new grail war) -What Fate timeline if in the future? (Fate/UBW/HF)
Future.... having UBW good end as far as the timeline is concerned. We could still cameo Artoria, Rin and the tracing Shirou...
2. What will be the basic format?
Every man for himself...
3. How exactly will the servants fit in gameplaywise, both in the story and in combat?
Lets not do the pokemon thing.... (Unless we have a Hercules berserkerish character)... I'm all for giving our servants personalities and have them interact with other masters/servants....
4. How much of a PVP element should there be?
Depends on how compatible the personalities of the characters are....
5. How customizable should characters and servants be?
Lets make our own groups.... The Tohsaka/Makiri/Einzbern family spells could still be used if you're not feeling creative enough....
6. How much should the rest of the type moon universe influence this?
Lets have some influence.... nothing major from the Tsukihime/MB/Kagetsu worlds.... but F/sn influences should be fun....
Player or GM.... either way.... though I'd prefer to be a player.... I feel like I have too little experience as a GM for this kind of thing....
I never thought something so wrong could be so.... appropriate..... (I'm going to run out of little dots '.' at the rate I use them....)
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Re: A Fate RPG « Reply #2 on May 17, 2004, 10:14am »
1. I don't have any preference, but you might also want to include "present" if people want to play SI and mess up the main plot of Fate. Otherwise, I'd be in favor of "past," at least 2 wars/20 years prior to the current one.
2. I expect it will start with every man for himself. Beyond that it's possible a traditional party could form but it'd take time for that to happens since the masters would have to learn who is trustworthy first.
3. I expect the servants to be major characters themselves. If they were just Pokemon-like guns, Fate would have been, if not crap, then far less than what it is.
4. Depends.
5. Again, depends. Probably somewhere in the middle. Most mages in Fate seemed to me to be fairly flexible.
6. Oh heck, why not have crossovers galore?
I'd be a player. I have virtually NO experience and I'm not sure I could come up with a flexible enough story idea.
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Re: A Fate RPG « Reply #3 on May 17, 2004, 1:19pm »
1. Where is the general setting and time period?
How about parallel universe? It's good for setting the game up.
2. What will be the basic format?
Free for all. Ally allowed. No allied victory.
3. How exactly will the servants fit in gameplaywise, both in the story and in combat?
I wish they had some kind of character, so servants and masters have to communicate.
4. How much of a PVP element should there be?
eh, what's PVP?
5. How customizable should characters and servants be?
Flexible but not too flexible. I think servants should be approved by others.
6. How much should the rest of the type moon universe influence this?
Sporadically. Merem would show up once in a while (how about merem as the evil mastermind). Touko may be interested too.
Re: A Fate RPG « Reply #4 on May 17, 2004, 5:08pm »
A few opinions based on my own roleplaying experience, though as unfortunately I doubt I'll have time to get involved myself, feel free to ignore them...
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2. What will be the basic format? - Will it be everyone out for themselves with cooperation and such as needed or will there be an excuse to form a traditional party?
If you're setting it in an actual Grail War, I would think it would have to be the former, at least initially. After all, everyone involved is going to be (to some extent) out to win the Grail War, and that means killing (or at least defeating) all the other players. (In the meantime, of course, there's a lot of benefit to be gained by forming alliances with one another.)
Of course, later on, if there's some kind of NPC villain, they might band together into a party. That's pretty much what happens in F/SN.
(Amber DRPG experience would be useful here; this is how most Amber games tend to work, after all...)
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3. How exactly will the servants fit in gameplaywise, both in the story and in combat?
They should be just as important as the Masters. I would even go so far as to say that they should be PCs, played by different people from their Masters; after all, most of F/SN is at some level about the changing relationships between Servants and Masters.
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5. How customizable should characters and servants be? - Would people prefer to live with an established spell group or do we want the ability to work out our own ideas independently?
I think Servants need to all have unique, completely different abilities. They should also be a surprise to the people they're fighting, which might well include the other players; I can't see how you could do that without GMs and players privately getting together to work out new and individual ideas.
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Re: A Fate RPG « Reply #5 on May 17, 2004, 9:47pm »
No facking way! No! Dude last time I let a GM decide my character I ended up being a halfling cleric character who was a gay hairdresser (I'm not joking).
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eh, what's PVP?
PVP means player vs Player
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Of course, later on, if there's some kind of NPC villain, they might band together into a party. That's pretty much what happens in F/SN.
I personally think the eventually banding together is easier to manage than a Free for all. If we do a FFA how do we lvl up? To prevent, as Evaron so nicely put it, a constant use of Excalibur or UBW we should only make those noble phantasms high lvl abilities.
Re: A Fate RPG « Reply #6 on May 17, 2004, 10:42pm »
Eh, I'm not sure what the "Gm deciding character" thing was about after looking through the post again?
I was assuming everyone would generally create their mage and have a significant role in figuring out their servant at the least. That's what I would be expecting of a gm anyway.
I agree that a party system is easier to manage, that is very true. However I don't think it works too well in the spirit of the grail war system. It'll be a unique experience for me as well in an rpg but I think its doable.
There could also be more group things, inclusive of leveling up, within the combat system. Like an NPC with a really powerful servant that needs ganging up on (like Shirou and Rin did with Berserker). We could include incidental monsters or weaker summons. I.E. things like The Dead or some of Caster's skeleton minions and things like that. There might be some fighting with another faction like a church group or major vampires or something. Things like that.
Of course also one assumes you could get experience or something of that nature from just defeating other servants or players, or at least driving them off. I'm assuming that there will be some reason and maturity put into this so people don't just duel each other for exp repeatedly without having to make a giant stack of rules.
Which is one note I want to make. I'm going under the assumption nobody is going to be a jerk at any point as everyone is fairly mature. Hence loopholes are being left open that I know are there. People know whats exploitation and what isn't.
Moving, do we really need a straight experience system as well for servants to gain their abilities? One would assume they would just get statistically stronger as the mages got more mana per leveling. I very much don't agree that we should limit EX moves to start with. What would Rider be without Bellerophone? That removes a lot of the point of being Rider period. There were charge times and things like that that made attacks impractical at times. Lesser mana pools could also avoid Excalibur spamming.
In the end, the game doesn't just have to be a thing where everyone fights each other to the death as I've said several times. In fact I don't think it'd be very interesting if it WAS just limited to that.
Anyway though, for now general consensus seems to be:
1. Limited. We have the whole spectrum on time. My vote was future so I think that narrowly wins out as the consensus? 2. Pretty much like Fate with some added elements. I.E. competing for grail with other players is main plot. 3. Servants major NPCs in the story, not just added weaponry. 4. PVP as needed. Some certainly expected from the format. I think it should be encouraged perhaps for people to not just play psychos who attempt to shoot people immediately upon meeting them as we don't want people making new characters as of the second play session. Reserve that for villains perhaps? I'm not a huge fan of imposing alignment, just stating perhaps chaotic evil might be wise to avoid? 5. People generally want some customization of spell abilities for their mages. 6. Some TM influence, but not a lot, so far as other material. Personally I really want to do some things from the more tsukihime side of things as well, just not use major characters directly (outside of perhaps dead apostles or something who haven't yet made a direct appearance in Tsukihime). I.E. might include some vampires or something but not having random Arc cameos. That's my opinion though is all. I had some good ideas for it.
tjm had some good notes so far as an observer. One thing I did want to note on servants he mentioned, I'm not sure if I'm a terrible fan of that, for a couple reasons. Players will not really be able to pick their servants that way (unless there is a consensus between two people which seems unikely to me) and servants have some serious limitation of independence. I personally like it better where the servants serve as npc roles. Anyone have conflicting thoughts? This is a major concern to discuss.
Anyway, this is what I've generally seen reading through. First, have I missed any serious points or issues? I'm not intending to marginalize anyone but reading through all the posts I may have made a few mistakes as I tried to produce a general plan by what everyone wanted. Second, does anyone have a serious problem with anything we need to address? Thirdly, aside from that, does anyone feel they can not generally live with things as suggested?
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Re: A Fate RPG « Reply #7 on May 17, 2004, 11:04pm »
On the growth and levelling up.... I suggest we just have some sort of slow exp gains.... That way, we don't release our full potentials (Spam Kings Treasure and the like) until we reach the climax of the story....
For Players, we just level up our mana pool (we are supposed to be mages).... This, in turn would allow the servants to use stronger attacks....
On the servant roles, I'd say NPC... lets just give them a certain personality and affinity to the master.... and let circumstance dictate their actions and how these affect their affinity...
Re: A Fate RPG « Reply #8 on May 17, 2004, 11:10pm »
Hmm, I agree with most of it. I'd like to see how the abilities are balanced though. Some of those attacks are weapon based which won't come as easily from levels for example. And as I said, I kind of question a Rider without their giant mount or something. Some characters have a lot of weaker attacks, a few have a couple really powerful ones. How would that be balanced?
I think just mana and charge time would balance it myself but I'd be interested in hearing other options. I haven't heard a very complete case yet for maintaining a characters signature abilities and also doing this ability leveling.
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Re: A Fate RPG « Reply #9 on May 17, 2004, 11:14pm »
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On the servant roles, I'd say NPC... lets just give them a certain personality and affinity to the master.... and let circumstance dictate their actions and how these affect their affinity...
Why don't we do what I did with the Evaron's Monster. Certain mages get bonuses for choosing certain servants. I.E. Caster with Souchiro, no betrayal, extra hth damage and criticals.
Re: A Fate RPG « Reply #10 on May 17, 2004, 11:23pm »
A couple more questions you might all want to consider...
7. What kind of balance between "simulation" and roleplaying do you want? - Looking at some of the posts, it seems that some people are imagining a levelling-and-adventuring, stat-heavy type of game, while some are expecting a more social, acting/story-based game. (Of course, this affects a lot of things...)
8. (ties in with 2. somewhat) Should the "story" be mostly directed by the PCs' actions, or should there be a heavy GM-planned plot? - In other words, should it be mainly about the PCs and their alliances/competitions, or should it be about some bigger story which they become involved in? - (F/SN leaned very heavily towards the latter, and I expect the answer will probably be the same here...)
- tjm
(Edit: Ah, I see Evaron has asked something very similar to 7 in the "RPG's Servants" thread...)
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Re: A Fate RPG « Reply #11 on May 17, 2004, 11:36pm »
7. What kind of balance between "simulation" and roleplaying do you want?
I believe that this one would be decided on the amount of influence will be coming from Tsukihime.... The more influence from the Tsukihime side of things, the more subquests/party leveling would be available....
8. (ties in with 2. somewhat) Should the "story" be mostly directed by the PCs' actions, or should there be a heavy GM-planned plot?
At the start, the story is directed by the PC actions.... later in the game, if things are developing well, we leave well enough alone.... if things start to get dull.... then we pop in the GM plotline....
I never thought something so wrong could be so.... appropriate..... (I'm going to run out of little dots '.' at the rate I use them....)
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Re: A Fate RPG « Reply #12 on May 17, 2004, 11:36pm »
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Why don't we do what I did with the Evaron's Monster. Certain mages get bonuses for choosing certain servants. I.E. Caster with Souchiro, no betrayal, extra hth damage and criticals.
I hope you realize, now that you've made up a stat sheet for Primate Evaron, that we'll have to use him. It would be wrong not to.
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Re: A Fate RPG « Reply #13 on May 17, 2004, 11:45pm »
That means one of use needs to use Ilya as a master
Re: A Fate RPG « Reply #14 on May 17, 2004, 11:56pm »
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Why don't we do what I did with the Evaron's Monster. Certain mages get bonuses for choosing certain servants. I.E. Caster with Souchiro, no betrayal, extra hth damage and criticals.
Hmm, I'm not sure how this would work exactly, is that under the assumption we play old servants or masters or something? I'm a bit confused as to that. I think you should certainly be able to have some affinity perhaps with your initial servant as a bonus thats unique to you. That makes keeping, or reacquiring, your servant more valuable.
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7. What kind of balance between "simulation" and roleplaying do you want? - Looking at some of the posts, it seems that some people are imagining a levelling-and-adventuring, stat-heavy type of game, while some are expecting a more social, acting/story-based game. (Of course, this affects a lot of things...)
I was thinking a situation basically where unless two characters are acting against each other dice would be included only if really required. More of an emphasis on careful though, diplomacy, things like that outside of combat which would be more stat based of course.
I very much oppose things like having diplomacy checks between players so far as convincing them and things like that outside of a general sense of your credibility perhaps if you're lying or something and trying to hide it. I would prefer the quality of the thought be more important than a dice roll.
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8. (ties in with 2. somewhat) Should the "story" be mostly directed by the PCs' actions, or should there be a heavy GM-planned plot? - In other words, should it be mainly about the PCs and their alliances/competitions, or should it be about some bigger story which they become involved in? - (F/SN leaned very heavily towards the latter, and I expect the answer will probably be the same here...)
I think it should have an overarching plot but the competition should heavily influence it. I.E. if a strong dead apostle is looking for an ally to seize the grail by force he might choose a stronger player who is feared to court with the idea. Someone who is trying to run a con scam on the other hand might look for someone who is more desperate.
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That means one of use needs to use Ilya as a master
Heh. No good can come of that after our discussions pertaining to Ilya here I think.:)