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One of the best RPG products I have. They system it uses (Fate Accelerated) is so simple to learn, teach, and enjoy.
Where this really shines is impromptu gatherings, convention-style settings, and just less-focused meetups. Bring a pack of index cards and some dice and just play.
I'd order the Fantastic "expansion" at the same time as it adds to the longevity, variety, and overall random generation of characters and settings
*Can be paired with Deck of Fate for a diceless version
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Full review: https://cannibalhalflinggaming.com/2019/08/28/fate-accessibility-toolkit-review/
"The only problem with the Fate Accessibility Toolkit is an industry issue rather than a flaw in the book itself: in many ways, it stands alone. I want there to be many resources out there which help players both play the games they intend to play (whether they have sight or hearing issues or not) as well as help players make the characters they want to make (whether those characters are helping them explore trauma, schizophrenia, or something else). But in terms of strong products in this area, the Fate Accessibility Toolkit is a rarefied breed. Evil Hat went out of their way to find designers who could speak about disabilities from a first person perspective, and that more than anything else should sell this book."
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I love the cards, but EH took down the web version and it's a huge part of what I paid for. Would be great to get a refund.
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Monster of the Week does a great job at helping you tell stories like early Supernatural or X Files where your team enters a place and something weird is going on and they've got to figure it out before it figures them out.
We had a blast. It's toward the top of my "I need to run this again" pile.
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This does everything I wanted it to, and much more.
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They don't print them with boxes????? Like a caveman, I'm left holding 4 untethered decks of hundreds of cards and I'm supposed to what: bind them with rubber bands? Plastic baggies? Sweet hell it's 2024 and four decks of cards don't get shipped with boxes.
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A creative return to the 80's Saturday morning cartoons. Mutants and wizards battle for relics to unseat the God tyrants ruling the world.
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This was awesome! Check out my full post in discussions - Recently, I soloed my way through Ghost Planets (59 pages at DriveThruRPG, free/pay what you want). This adventure was designed for Fate Core, but I used Uncharted Worlds (Powered By The Apocalypse system, 178 pages, same place). I added a yes/maybe/no oracle to Extreme Future RPG second edition to make my solo engine. I picked out six characters for this adventure. Here are the highlights. The PCs have already received their mission to study the ancient sites on this planet for sixty days. This includes many research projects and bringing back artifacts from the advanced alien race that vanished with no explanation. On the first day they had several problems to deal with. The NPC Cielo was one of these. She said that she was here with her ship to study the ancient culture (a lie, she is here to steal artifacts). The other problem was with cubots. They look like an alien relic in the shape of a cube. However, when the PCs had trouble accessing some alien doors, they activated. Some came in from outside. Cielo got a call from her ship (they had activated from inside there too). The battle started and seven of the bots were killed. Barb the technomancer was able to turn one of them into a pet. Once again, the PCs tried to open those stubborn doors. Once again, more bots attacked. After the bots were killed, the PCs figured out how to communicate with the devices and the pet using their wristcomps and microwave signals. The PCs spent the night in the dome building and Cielo spent the night in her ship. Well, she was killed by the bots in her ship and her body spent the night in her ship. An hour after midnight, a large device in the dome building activated (loud noises and bright lights). This lasted for five minutes (and happens every night at this same time). On the second day, the PCs started their first research project. At noon, they went over to Cielo’s ship to check on her. Inside, a battle started with the bots. Once again, they had to use med packs to heal each other. On the third day the PCs triggered another signal while they were experimenting. The microwave signal woke up the Dreadnought that was “sleeping” in the mountains. So, as you can see, there was a lot going on with this adventure. On the seventh day the PCs were able to open up a tunnel to another planet using the alien technology. On the ninth day, bounty hunters showed up. This fun adventure will need to be continued at another time. Give this a try!
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Nové herní příručky a spousta světů s krátkým nástřelem zápletky. Nechybí ani krátké dobrodružství.
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Zajimavý systém s jedním z nejlepších sociálních mechanik "VAZBY". Díky tahům a deníkům které jsou skoro předvyplněné se hráči rychle orientují a když jim kostka nepřeje získávají zkušenosti.
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Thirsty Sword Lesbians delivers hyperbolized queer and lesbian drama. It's a game about celebrating queer and lesbian identities and dealing with queer and lesbian hardships. It's for queer and lesbian communities to play games and make light of the problems they face in their very-real lives, by adding dare and panache and hi-fi swordswomanship into the fray. The game is thirsty and horny in all the queer and lesbian ways you'd want to see: building relationships by drawing on heartstrings, engaging in social awkwardness together, dancing and performing crimes together, and bringing gifts in the form of flowers or the heads of enemies. You could even, gasp, meet a person's eyes and then blush and look away, just like every other Useless Lesbian™️ in the world. And the mechanics give you benefits for it!
If you are queer or lesbian and want a game about swordfighting and emotionally supporting each other, ingame and out, then grab your friends and enjoy an incredibly gay time together. This is that kind of game, and it's awesome at it. And if your RPG group is the type of players whose PCs always find a way to care and comfort each other after emotionally-charged encounters, lemme tell ya, this is absolutely the game for them. Seriously, you don't "heal wounds", you "emotionally support" your allies. I mean, let's be real here, if that ain't gay, then what even is?
Alas, if you're an outsider to the LGBTQIA+ community and are looking in, this game may struggle to resonate with you. Although, there's always a chance that it might. And if it does, then rock on, darling!
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FATE Core is an easily accessible, digestible and, most importantly, customisable tabletop role-playing game system which can be used by players and Game Masters alike, both old and new, to create and play any kind of dramatic role-playing scenario imaginable.
FATE Core is essentially a toolbox for creating and playing character-focused, narrative-driven scenarios, from psychological thrillers in the Middle Ages to slice-of-life comedies in futuristic cyberpunk cities!
In my case, I used the FATE Core System to create a modern urban slice-of-life drama scenario which I titled Skateborn. And, after quickly and effectively learning the rules and mechanics of FATE Core in a matter of hours, I was quick to gather a group of two or three online players and flesh out our game within a week.
Because FATE Core was designed to be used as a toolbox for everyone to create their own role-playing scenarios, this core rulebook does not include its own pre-made scenario module. It only includes case examples of in-game scenes, dice rolls and skill checks.
To create and play any game conceivable via FATE Core, all you need is 4d6 dice, a handful of tokens (e.g. poker chips), character sheets and, most importantly, a powerful imagination.
If you're not used to creating or playing narrative-driven scenarios via FATE Core, you may feel more comfortable playing more complex tabletop role-playing games, from Dungeons & Dragons to World of Darkness.
Otherwise, if you enjoy freeform, character-focused role-playing with little to no dice rolls, FATE Core might be the tabletop game system for you!
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This was a great read! The designers do a lot to make sure the entire book is easy to follow, for both players and GMs. Looking forward to running!
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games seem to have forgotten that one key element...fun. this game keeps the feel of games such as Lost, Squid games, battle royale and makes it fast and engaging. very easy to visualise (espeacially if you do this within Roll20!). looking for something to inject some energy into your group? this is it!
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Beat'em as an RPG - a Mephisto review
Iron Street Combat
The Fate Worlds of Adventures have a tendency to present very unusual or even bizarre backgrounds. Iron Street Combat is another example of a rather unusual background for a role-playing game, as the basis for this game world are the typical computer brawling games in which unique fighters with special abilities beat each other up in tournaments with their special moves.
Iron Street Combat borrows from this genre associated with games such as Street Fighter, Tekken and Mortal Kombat and starts with an explanation for the background: There are various secret or not-so-secret organizations that try to reach their ambitious goals and plans for the world and rely on their champions in confrontations. These champions are obviously the player characters who face each other in the tournaments, which are the focus of these stories.
Accordingly, each player creates both their champion and the organization to which they belong. Character creation has been simplified a little. There is a new skill list that focuses more on the background and defines the selection of stunts accordingly. Each player can also choose a fighting style that provides special moves.
Even though there are rules in the book on how to create your own factions, the book provides several organizations that can be used directly. From the Naraka Conglomerate, which originated in hell, and the Iga Ninja Clan, to the Military Intelligence Directorate and the Spanish Inquisition, you get a range of bizarre organizations that are described in the comic-like manner of a video game.
The idea behind Iron Street Combat is that the game runs in different phases: the political phase, the fighting phase, and then the political phase again. This is about the players first playing out a bit of the background, when the factions try to implement their plans and push their projects forward, interfering with their champions in these situations. Thereafter, it's all about the tournaments, which introduce new rules for this setting. The special feature here is that each player rolls the usual four dice in a tournament round, but their symbols can then be used for special maneuvers and thus consumed. There are seven general maneuvers, and each combat style offers three additional maneuvers that cause damage to the opponent, prevent damage to your character, or have other bonus effects. In addition to the execution of these battles, tournaments and their procedures are also described in more detail. It is pointed out that the tournaments often focus on one player character, so when playing with several players, care must be taken to ensure that the corresponding playing time is fairly distributed.
As is so typically the case with Fate Worlds of Adventure, the setting of Iron Street Combat is very well represented, and the idea of emulating typical computer combat games is quite intriguing. In fact, as with these games, the background of the various factions is deliberately over the top, as the focus here lies in the fights between the champions. The idea of how the tournaments are depicted in terms of rules certainly provides inspiration. Personally, however, the background and gameplay did not appeal to me, so Iron Street Combat is more of an interesting setting with intriguing ideas, but one that I did not find very playable.
(Björn Lippold)
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