Burn Everything Gaming

RPGs and more


Leave a comment

Avatar: BBtw Ep.5: First Steps pt.3

Download this episode (right click and save)

Avatar Fate RPG. This time some people leave.

Characters:
Joshua: GM
Gang: Don
Tikivick: Tracy
Vilos: Taylor

Contact us:
Website
Facebook
burneverythinggaming@gmail.com
Twitter

Support:Patreon
Music and Backgrounds from: Ambient-Mixer.com and Bensound.com

Want to hear Taylor and Joshua look for the messages in Giant Monster Movies? Check out https://giantmonstermessages.com/

 

 

 

 

 


Leave a comment

Avatar: Bridge Between Worlds: Ep. 0.2

Avatar Fate RPG. In this session we continue building characters, work on the world, and important monuments.

Contact us:
Website
Facebook
burneverythinggaming@gmail.com
Twitter

Support:Patreon
Music and Backgrounds from: Ambient-Mixer.com and Bensound.com 
Download this episode (right click and save)

Want to hear Joshua and Taylor look for the messages in Giant Monster Movies? https://giantmonstermessages.com/

 


2 Comments

Avatar: Bridge Between Two Worlds ep.0.1

Avatar Fate RPG. In this session we start building characters, work on the group destiny, and start setting up nations.

Contact us:
Website
Facebook
burneverythinggaming@gmail.com
Twitter

Support:Patreon
Music and Backgrounds from: Ambient-Mixer.com and Bensound.com 
Download this episode (right click and save)

Want to hear Joshua and Taylor look for the messages in Giant Monster Movies? https://giantmonstermessages.com/

 


Leave a comment

Thube Time pt.1

Start with Nothing One-Shot. In this episode we meet our characters and their new world. One of them is made of hands.

Players:
Taylor: GM
Abe
Tracy
Kim

 

 

 

 


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

Playing With Loose Threads

Evil Hat’s latest Fate World setting is a fairytale within a fairytale, aiming to let us play those people involved in the magical worlds we imagine with a spoonful of reality we have come to expect. It lets you play heroes that give others a chance at their “happily-ever-after” ending while wrestling with your own place in the world.

loose-threads

We are not here to review this new setting today. Instead, we are going to talk about how to play with Loose Threads well. The game is based on a good relationship of aspects to compel, making it easier for players to build interesting characters that are closely tied into the story. Even if you never end up playing this version of Fate, there are some very good principles to apply to your own game as a GM or a player.

Playing With Aspects

Continue reading


Leave a comment

Star Trek Fate: Ep.55: The Clash pt.1

Now that they have their ship, should they stay or should they go?

Taylor = Q
Joshua = Lt. Canton
Kevin = Lt. Commander Kelvek
Tracy = Captain Vegral

Contact us:
Website
Facebook
burneverythinggaming@gmail.com
Twitter

Support us:Patreon
Music and Sounds from:  MUSOPEN and Ambient-Mixer.com
Download this episode (right click and save)


Leave a comment

Star Trek Fate: Beginning of the End pt.1

We start off the 3rd and final season with the officers finding themselves guests/prisoners of the Coalation.

Taylor = Q
Joshua = Lt. Canton
Kevin = Lt. Commander Kelvek
Tracy = Captain Vegral
USS Telonato

Contact us:
Website
Facebook
burneverythinggaming@gmail.com
Twitter

Support us:Patreon
Music and Sounds from:  MUSOPEN and Ambient-Mixer.com
Download this episode (right click and save)


Leave a comment

Fate Stunt making for GMs

Previously, we talked about Stunt making for players. Today we look at it from the other perspective.

When a GM designs stunts, it is usually more than one or two at a time and for more than one character. On a small scale, you may be making new stunts for a custom skill you have decided to add to your campaign. On a large scale, you may be adding several stunt families for several class builds. With so many stunts coming out, it is easy to lose balance on one hand or flavor on the other.

If you just want to make a few extra stunts to add to the default list, then by all means go for it! Players tend to understand that GM stunts are good stunts to take since the person designing the campaign is the one that made them.

Just so you do not get overwhelmed or make underwhelming stunts, here are some tips to consider when designing stunts.

Keep Your Campaign in Mind

Continue reading


1 Comment

The Horrors of Fate Stunts

We asked some Fate players things they found confusing about Fate and below are the results.

Fate Survey Stunts

Aspects and fate points can be challenging to understand, but with some patience and an understanding group you can usually get past the challenges with some easy rulings. Something like “I see what you want to do, but it doesn’t really make sense for the story right now,” can simply bypass a confusing situation all together.

Stunts, on the other hand, can’t really be bypassed. Once they are created, they are there. Once a player takes it and pays for it, it is a real part of the game. If it is too powerful, a GM cannot bypass it so easily. If a player doesn’t know how to use it, it becomes a waste of their refresh. And since stunts are persistent, any problems they cause will not go away after just one session.

Probably the MOST confusing thing about stunts is the open-ended invitation Fate Core makes to design your own with a pirate’s code analogy of guidelines. How can players and GMs judge what stunts abilities will fall in that sweet spot of “limited enough in scope to feel special when you use them, but not so narrow that you never see them come up?” Especially with a game like Fate Core where everyone works together to driver the story.

We’ve touched a bit on making stunts before, and we probably will again soon. But for now let’s take a look at 3 rules when dealing with stunts, three things that you must never EVER do.

No Bright Lights

Continue reading