The officers are sent on a diplomatic mission to the homeworld of a secretive people.
One of my greatest struggles as a player is trying to make that mental transition out of GM mode. Oh its easy enough to tell myself that I am running a character and not a world, and it is a lot of fun building a character with skill points and stunts and such. But that is surface level transition. Players and GMs are different at their very core, and not making that complete transition results in a very sad game.
Rather than outline a debate about differences or list a pros and cons survey, I thought it would be more helpful (and fun) to go through the Fate Core character creation process and highlight important notes as they come up in the discussion. Note that I am going through the process in general, rather than actually making a character.
If you are a natural at making/running a player character, then reading this article will probably inspire internal dialogue along the lines of “I already knew that” and “Actually, I have more fun when I…” and so on. Believe it or not, this process does not come naturally to the rest of us.
And here we… go!
The ship faces off against a fleet of musical marauders.
This week we do our fourth, and final, part of Game Design for the adventure “Escape to Thorn Valley”. This is based off of a FATE Core hack for Secret of NIMH that you can find here: https://taoofchall.wordpress.com/2013/06/01/fate-core-secret-of-nimh/
The first week we talked about the Escape.
The second week we talked about the the Trek
Last week we talked about how to Negotiate
This week we talk about the last step in the adventure:
The last scene, QUEST, is all about awesomeness. This is where the players get to play those mice and rats that feel like NIMH creatures. If they did very well with their conversation with the Great Owl, they will have learned about Toy Tinker, the vehicle with small tools and items that was not completely scavenged from the first wave of NIMH rats. Even without it, the forest is filled with things that can be reshaped for their purposes. Crafts is used to make these things, and should really be fun to use in this scene. Lore lets you know things like how bad mud, rain, snakes, and thorns can be. Drive will allow you to work contraptions that you build to get past the mud. Physique will keep you from getting stuck or pushing a vehicle that is stuck in the big mud at the climax of this adventure.
The rescue mission is interrupted by a strange vessel emitting a strange noise.
This week we do our third part of Game Design for the adventure “Escape to Thorn Valley”. This is based off of a FATE Core hack for Secret of NIMH that you can find here: https://taoofchall.wordpress.com/2013/06/01/fate-core-secret-of-nimh/
The first week we talked about the Escape.
Last week we talked about the Trek
This week we talk about the next step in the adventure:
The third scene, NEGOTIATE, is all about social interaction. Fans of the NIMH series will recognize the Great Owl as both wise and scary. This should give them hope for moving forward despite being frustrated about how hard things have been so far. Whether they find the Great Owl, or it snatches up one of them, he is willing to speak once he realizes that they are NIMH creatures. Deceive can be used to convince the owl you are not tasty or hide anything you’ve done. Empathy will determine the truth of what the owl is saying and his intent to not eat you unless provoked. Rapport will be most useful in finding out about Thorn Valley and the rats that came before you. Will allows you to resist the owl’s passive mental attack.
The Great Owl Finds You
First rescue mission for our officers and their new ship, the USS Telonato.
This week we do our second part of Game Design for the adventure “Escape to Thorn Valley”. This is based off of a FATE Core hack for Secret of NIMH that you can find here: https://taoofchall.wordpress.com/2013/06/01/fate-core-secret-of-nimh/
Last week we talked about the Escape.
This week we talk about the next step in the adventure.
The second scene, TREK, is all about despair. The wild outside world is very difficult to live in when you are a small rodent, and many creatures would love to eat the player characters. Hit them with several challenges that are very difficult and not very rewarding, emphasizing how unhelpful their enhanced intelligence is out here. If any of the player characters have 2 or more consequences at any point during this scene, then you should definitely move on to the next scene .Athletics will allow you to dodge predators. Notice will keep you from being caught off guard. Survival will be key in finding food to make it through the day. Stealth will keep everyone hidden from hungry eyes.
We do some house cleaning before setting off into the “TV” era of our campaign. We also setup our new ship: The USS Telonato.
I saw this website a while back that had made a FATE Core hack for Secret of NIMH. In his game, you play special mice/rats that have been altered by NIMH. The website is at https://taoofchall.wordpress.com/2013/06/01/fate-core-secret-of-nimh/ if you want to check it out. It is an old post, a couple of years old in fact, but as soon as I found it I found myself wanting to run a campaign in that setting. But since my groups are not eager to abandon the games they are already playing, I settled for writing this intro adventure.
This adventure, intended to be a one shot or an introduction into the campaign, is designed for 4 players running a mix of mice and rat characters. In this adventure, the characters will have to escape their cages, survive their trek through the woods, negotiate with the Great Owl, and find their way to Thorn Valley.
Note that Fight, Shoot, and Provoke are never emphasized as options. This is on purpose, as this adventure does not feature any combat. Mice and rats are small and surrounded by predators. Attacking is always a bad idea in this adventure. Later, when they have crafted weapons and have a better understanding of what they are facing, combat will probably be ok. But that’s assuming that you wish for this adventure to continue into a campaign. As a one shot, definitely discourage players from building characters with these skills at the top of their track.