Burn Everything Gaming

RPGs and more


Leave a comment

D&D 5e Hack: Final Fantasy Summoners

I found an old story that I started writing about someone that wanted to play a summoner in D&D, inspired by Rydia from Final Fantasy 6. I never finished it because the mechanics of that D&D edition didn’t really allow for a summoner. So I thought it would be fun to take 5th edition and make a summoner, thinking that the Conjuration school for Wizards would make it easier.

I was wrong. Wizards only get 3 of the spells that summon creatures: conjure minor elemental, conjure elemental, and Mordenkainen’s Faithful Hound. Those are 4th and 5th level spells, meaning your wizard has to get to level 7 before they can cast one, once a day. L The other conjuration spells are for divine classes, not arcane. So apparently Rydia was a Druid, not a sorceress. I suppose that does explain the green hair.

So today, for all of you RPG Final Fantasy fans (or people that know Final Fantasy Fans that want to play RPGs), we are going to give some examples of how to hack D&D 5th edition to come up with a summoner type character. Hopefully you find at least one option useful.

rydia_ending_ffiv_ios

Option 1: Flavor Text

Continue reading

Advertisements


Leave a comment

Con Gone Wrong

Got another Fate Core adventure for you today. This one takes place in a casino setting, assumed to be modern times and technology but easily adjustable to fit what you want. The adventure is a fun way to meet a new NPC contact that you know has information you want.

Prelude: Tracking Down Mister X

ocean-11

The party needs a piece of information to continue their quest. This could be security codes, blue prints, a list of names that are friends of Carlotta, or a secret formula for hair tonic. Whatever they need, they do not yet have the information. So they have to track down who does.

Have the group do their thing. A Contacts (3) check pulls up someone that has heard about Mister X who might know what the group needs. An Investigate (3) finds that Mister X has some hefty security moving to and from the office. A Burglary (3) check reveals that his home is also state-of-the-art secured and would be difficult to break into. Each of these checks will also reveal Mister X’s one true passion: gambling.

The party can track Mister X to his favorite Casino, the Tipsy Unicorn, where he leaves his security at the car so as not to attract too much attention to himself. If the party wants to participate in some gambling activities, feel free to reference our past article on The Gambler’s Hall for ideas.

Getting Mister X to talk requires some effort. The group first needs to get his attention. Then they need him to compromise his morals. Finally, the need to receive the needed information from him.

Step 1: Getting Some Attention

Continue reading


Leave a comment

Solo Fate Adventure: The Fata Morgana (CYOA)

I’ve been doing a lot of work this week on a game over at storynexus.com, and my brain is locked in Choose Your Own Adventure mode. So instead of a helpful blog today, we just have a fun little science fantasy story game for you to read through. Like any CYOA game, don’t try to read it start to finish. Instead, start at the beginning and when you make a choice that tells you to skip to another paragraph, go directly to that paragraph to resume reading.

During the game, you may be told that you receive achievements or acquire helpful gear. If you are told to make note of such things, write them down or simply remember how your story is progressing. If you come across a choice that requires an item or story element that you do not remember receiving, do not choose that option. Otherwise the story will not make much sense.

You will need a fate die (or coin) to play, as some choices require a roll. + is a success, and – is a failure. If you roll a blank face, you succeed on an EASY challenge but fail on a HARD challenge. The game is more fun if you do not cheat and just decide to succeed at everything without rolling a die. Also during this game you can gain Fate Points, which you can spend to change a single failed roll to a success.

Twine Version

THE BEGINNING

Continue reading


Leave a comment

How to Prepare Your Very First Tabletop RPG

One of the hardest places to start gaming is at the beginning. Our hobby is very intimidating from the outside, especially to people that really want to get in. There are so many systems, so many rules, and so much riding on that first adventure.

Today we are offering some advice for those of you that have never run a game before as a Game Master (or Dungeon Master or Beloved Master or Storyteller or Referee or whatever else you kids call it these days). We want to offer some practical advice, and a LOT of encouragement, to get you to try something new and include/make some great friends.

Please believe me, as someone who waited 10 years to finally cross the fence, the other side, that it is SO worth it. Tabletop RPGs are even more fun than they seem, and while not every minute of every campaign will be perfect the rewards far outweigh the fears. Hopefully the thoughts below can help you start gaming with your friends.

Why Write This Post?

I was recently looking at old YouTube blogs I had subscribed to, and in one of them the blogger said something that really hit home. She also thought that she and her friends would really enjoy getting into a tabletop rpg, but she had no idea where to begin. How could they get started?

IMG_20160526_170607

Continue reading


Leave a comment

Re-adjusting Your Game

Sometimes a game starts going down a wrong direction, and things stop being fun. Maybe the GM gave out too many magic items early on, and now the encounters are too easy. Or maybe some players decided to hoard fate points and are intentionally failing at everything to acquire them. Or perhaps the story took a bad turn, and now no one is having fun anymore.

Things happen, whether they be mistakes or bad roles or just unexpected plot holes. Sometimes friction gets into the players, or someone moves away, and that amazing game you were looking forward to every week is no longer as enjoyable as it once was. What do you do?

There are a number of things that players and GMs can try. We are going to offer a few suggestions here. They are not the only suggestions out there, but we know from experience that they can work. Keep in mind that none of these suggestions will work if the entire group is willing to move forward. Once people in a group are unwilling to compromise, the only solution is to find a new group.

Talk About A New Game

If a game is not going well and the entire group recognizes this, the first thing you should talk about is the possibility of trying a new game. Have everyone share what they enjoyed about the last game and what they would really like to see in a future game. The group will probably talk about where they think the current game went wrong, and that should help get everyone on the same page. Maybe a new system would help, or a change of characters, or even a new GM.

Continue reading


Leave a comment

Adventure April: Another Away Mission: Star Trek Fate rpg

To end out our April of adventures, we offer this Star Trek one shot.You can use it to try out the system and get new people used to boldly going where no one has gone before. It uses the rules we created for playing Fate in the Star Trek universe, and you can listen to our podcast to hear more about what it is like to play.

Star Trek 144 by 144

This particular adventure assumes that everyone in the group is of appropriate rank to go on an away mission to investigate the distress signal. While most groups of players will understand that they need to follow the direction of adventure, you sometimes get a Guy (Galaxy Quest Joke) that wants to stay on the ship. You can use a compel to get them to go down, or you can simply have a higher-ranking NPC officer pull rank and order them down.

Speaking of which, the crew of a Star Trek game could cover any number of positions on a ship. If you send NPCs down with the crew, allow them to succeed automatically in checks to move the plot along (only after PCs have failed), and be sure to have them attacked and killed first. Star Trek red shirt tradition, and all that.

Continue reading


Leave a comment

Adventure April: What did it? Dresden Files Fate rpg

Today’s adventure for April is taken from the old Dresden Files RPG. Well I say old, even though the 3rd book for the RPG just got released within the last year. But since most of the books came out before Fate Core was created, it will always be the old reliable system to me.

Even though I have no plans to run another Dresden Files adventure any time soon, I still have a lot of them planned out that I never got to use. This one is an intro adventure for players a bit unfamiliar with the Dresden world. You can use it to introduce a new creature into an existing campaign, or pull the plot towards a villain you are hoping to use as a primary antagonist. But more on that later.

This adventure is divided into three scenes: the crime, the chase, and the confrontation. It assumes that the group would be interested in investigating the mysterious murders and stopping the thing behind it. If the group is more reactionary, feel free to have it attack in a public place in front of them or even against them and then flee, replacing scene 1 with a couple rounds of combat before moving to scene 2.

Scene 1: The Crime

Continue reading


Leave a comment

Adventure April: The Waning of the New Moon

Adventures In April continues with a fun wuxia adventure. This adventure works fine with Fate Core, but we highly recommend trying it in its full Tian Xia glory as you will have a lot more fun with the kung fu extras that they have designed for their setting.

The Waning of the New Moon is a one-shot adventure that can easily start a full RPG campaign. The party study together at the same monastery, though they probably have very different teachers, and must defend it against an attack while their masters are gone. A fellow student is captured, so the party has to go and rescue him.

This adventure is divided into 4 scenes: Sakura Falls, Wicked Soldiers, Finding Finfin, and Looming Darkness. Each scene is detailed below with an overview and broken down into possible skill challenges for the scene. An extra paragraph for Tian Xia is also included.

Scene 1: Sakura Falls

Continue reading


Leave a comment

Adventure April: TimeStress: A Timetravel Fate Adventure

For all you Chrono Trigger and Doctor Who fans, here is a campaign starter for a time traveling adventure. We’ve talked about it, hinted at it, and touched on it long enough. Now let’s take a look at how to actually do it with an example you can pick up and use yourself!

The campaign is based on Fate Core, and there is a little bit of set up involved. We’ll walk you through all of that and offer some tips for character creation in your world building. The actual adventure brings everyone together and sets them off in the direction you choose for world building.

If you would rather just use this as a one shot to bring a lot of wacky people together from across time, just skip the next section and ignore the part about the “something more out there” at the end.

World Building a Timeline

Continue reading


Leave a comment

Adventure April: Jewel Heist (The Legacy Con)

Remember a while back when we ran a one-shot based on the Crime World setting in Volume 2 of Fate Worlds? Well today’s April Adventure is going to be that very adventure we ran. I’ve taken my 2 pages of notes and reworked them into a format that other people (lucky you) can actually understand and use to run your own adventure.

For those of you that have not heard the podcast yet, here is the basic plot and pitch: The Baron of Bloont is auctioning several rare and valuable artifacts at an auction this weekend, most notably the rare Legacy Diamond. You simply must see this gem for yourself, but even the invitations to the auction are expensive. So you and your team have decided to steal the diamond instead. After all, a bad man like the Baron does not deserve such a prize. Get together with your crew, make a plan, and slip past all the security measures the night before the auction to steal the diamond. Oh, and try to get out alive with the prize. That’s important, too.

The group “wins” if they can get the Legacy Diamond from the mansion with at least one crew member free and able to sell the item. Alternatively they can steal enough valuables for a total of 6 wealth levels for a lesser but still somewhat rewarding victory. Also, if they prevent the Baron from proposing to Felicia Parsons, they gain an ally that would be very interested in buying their loot and setting them up with future work.

How Crime World Works

Continue reading