Thursday, June 6, 2013

[Play-Thru] Fate Accelerated Edition



When Spirit of the Century (SotC) was coming out, I was excited about a pick-up pulp game that used the new version of FATE. When I got the product, I was skeptical of the idea that a 400+ page tome could be used to do anything quickly, let alone throw together a roleplaying session.  Luckily SotC turned out to be a killer game, and once you have some time with it, it's certainly right for a pick-up game. Fast-forward several years and the promise of third edition FATE has come to fruition in Fate Core. It's brilliant--I'll say that--but my favorite thing to come out of one of the hottest RPG Kickstarters in history is not the main product, it's Fate Accelerated Edition (FAE). It's my favorite because it not only fulfills the promise of SotC, but it might just be the perfect pick-up game, period.

Before I get into my Play-Thru I'll clarify a thing or two. First, FAE is in no way limited to pulp adventure. You can literally use it for anything if you have a flexible mind and group. Second, at 48 pages I don't feel the need to get into too much detail about the mechanics. Just broad strokes folks.

The big difference between FAE and other versions is the skill list, in that there is none. Instead, players are asked to stat six approaches--no doubt taking a cue from Cortex+ [Edit: Turns out I was wrong about this bit; Cortex+ got it from Fate--credit where credit is due]. Players then start the game with two or three Aspects and one Stunt (which uses trimmed-back rules).

I decided to test FAE at a local charity game day. I called the adventure Quest for the MacGuffin. Here was the description: "Players will create pulp adventure characters with the new and not-yet-released Fate Accelerated Edition. These characters will then complete a quest involving a MacGuffin, in a setting the players help create."

With that information, I pretty much sat down, explained Aspects, Approaches, and Stunts, and we got to work. The players decided they wanted to do '30s-era pulp, with Nazis as the bad guys. They also decided there would be magic, but it would be extremely subtle. After the setting was decided, the players made their characters. Then the players decided their MacGuffin would be the Eye of Odin. Finally, they decided their characters learned the Eye was at a castle in Germany. The rest was left up to me.

That above process took about 90 minutes. There were four players, and two of them had never played any version of Fudge. We then used the remaining two and a half hours to play. I had the setting, the characters, and the destination, so I simply created obstacles in their path. Before the session ended, the players were in several scenes and five encounters, including a satisfying climax.

In my second test, I ran FAE for five people, three of which had never played any version of Fudge. We still got the creation process done in 90 minutes and played a satisfying story in about two and a half hours, this time the players were members of a space federation, dispatched to investigate what happened to Science Outpost Sagan and the Dark Matter Harvester. It went equally well.

One interesting side effect of both sessions is many of the players walked away with characters they cared about and wanted to play again and a campaign setting they wanted to spend more time exploring. I just found that fascinating.

Aside from pick-up games, I could see FAE being used as a sort of "proof of concept" tool. Let's say someone in your group has a setting idea, but the rest of the group doesn't get it. Run a session with the loose idea in FAE and figure it out. Alternatively, let's say your a designer and you get a setting in your head. Here's a way to brainstorm while playing.

The PDF can be had for literally any price you desire to pay. Evil Hat is selling it on a "pay what you want" model, and they encourage you to just download it for free if you'd like, and then give them money if you think it's worth more than zero dollars. The print version will only set you back $5 when it's available. Knowing what I know, the value of FAE can't be judged by page count. I'll pay the $2.50 Evil Hat asks for sure. That's a no-brainer.

7 comments:

  1. Excellent review! Thanks for writing this up, I gotta try it some day.

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  2. Great review and nice work. I was a huge fan of SotC back in the day and contributed to the FATE core kickstarter. I have two misgivings about it, though. While I love Fudge dice, I find that the flat curve in FATE is kind of boring. I like more randomness in my game. Outcomes are very player-controlled (which is a good thing in many ways), but I wish there was a wider range of wackiness happening with the dice. How did you find this worked out in play for you and the players?

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    1. I have had great results with 4dF for the most part. When I want the dice to bring some excitement, I just swap it out for d6-d6 and change nothing else. Honestly, excitement is made in Fate with compels and Create an Advantage actions, at least in my experience.

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  3. The Cortex+ is actually the other way around. :) But super glad you liked it!

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    1. Sorry, Rob! I added a note to cop to the error...

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    2. It's ok, it's really more just a functions of drawing fromt he same pool of folks. Gun to my head, the first application of approaches was in the rules for an AmberMUSH, but that in turn owed a debt to d20 Modern where the classes were, effectively, approaches (the strong hero, the fast hero and so on)

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  4. I am going to blatantly steal your scenario title and description for the FAE demos I'm intending to run soon. They are just too good not to use!

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