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How I Setup a Junkyard Boss Fight in Fate

For my Fate RPG campaign Brewed Awakening the most recent story arc ended with a big fight scene in a junkyard. This is a writeup of how I ran it. The Cast Involved The heroes: James, Alcholic Alchemist Wizard Apprentice Reba, Accidental Voodoo Student Becca, Psychic Honor Roll Student Markos, Greek Geek Artificer The bad […]

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Recap Aspects in Fate

For the past eight years I’ve been running a wiki that hosts information about all the RPG games that I’ve played and run. Say what you will about being OCD, but being able to go back and reference those notes is handy and allows me to wax nostalgic from time-to-time. My players understand that part […]

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Fate Pickup Game – Save the Ghostbusters

So this weekend I was the best man for my friend Eric’s wedding. At the rehearsal dinner, Sean Patrick Fannon was lamenting that he never gets to play (he always GMs) and that he has never played Fate. So I decided to run an ad hoc FAE game because I love improv games. During dinner […]

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Cinematic Initiative

In tabletop RPGs the order in which the players and their opponents go is critical. This order can literally mean the difference between life and death. This is why Improved Initiative is so important for wizards in d20 games. What I’m about to share is my method on how I handle initiative in my story-based […]

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Martial Magic in Fate

Continuing my series of posts on how I handle different types of magic in my Fate RPG campaign Brewed Awakening, I now turn my eye on Martial Magic. Not familiar with the Fate RPG? Read the full rules here. The Martial Magician The martial magician is one who expresses magic through strength, reflexes, and other […]

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Trickery Magic in Fate

I’m writing and running a Fate RPG set on a college campus that I call Brewed Awakening. I’m working with one of my players to build a character and he has expressed an interest in Faerie-style magic. I’m working this up a bit more broadly to make it reusable, focusing on illusions and misdirection, and […]

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Arcane Mechanics, the McGuyvers of the Modern Magical World

I’m writing and running a Fate RPG set on a college campus that I call Brewed Awakening. One of my players expressed interest in playing an artificer (inspired by 3.5e Eberron), which we are currently calling Arcane Mechanics. This is my first run at the rules for it. Not familiar with the Fate RPG? Read […]

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Mantles in Modern Gods—Ideas on Using & Stealing Power

A couple of weeks ago inspiration hit for the creation of a one-shot Fate RPG adventure called Modern Gods. I’ve let the idea percolate a bit and now I’m ready to revisit it. Approaches (not Skills) and God-like Power For Modern Gods I want the god-like powers to be center stage. It should be like […]

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Rough Fate Game Idea—Modern Gods

As I headed back to the office after lunch a thunderbolt of inspiration hit for me a one-off Fate game that I call Modern Gods. Premise The influence that the gods once knew on the world is faltering. Most believe that this is because of science and reason and that is the way that The […]

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Restarting my Brewed Awakening Campaign

Now that the wife and I have gotten into the swing of things with the new little one—she turns 6 months tomorrow—I’m ready to restart one of my favorite RPG campaigns that I’ve ever run. What is Brewed Awakening? Brewed Awakening is a cinematic campaign of magic in the modern world and is heavily influenced […]