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            <title>Fate: Best Practices</title>
            <link>http://spiritoftheblank.blogspot.com/2023/03/fate-best-practices.html</link>
            <description><![CDATA[<p>&nbsp;</p><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIEJ-vByOcuH0dVGOMqm9OrBrsKdfZkjQVIab9a1dpe6zQHh9DiHcahtneDjw6HzZuyd729WVbucA8rX9T_unV5h8L-hMzJ7AsYd1VLIlGZRuL-ylJlV6SmyRaY6sxVOWZ-qdP9YgaVCp5t75iyhhp51HXP16rdH2fU0WYthf1OongSJX1egOdNvFJ/s1600/IMG_6327.JPG" imageanchor="1"><img border="0" data-original-height="1200" data-original-width="1600" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIEJ-vByOcuH0dVGOMqm9OrBrsKdfZkjQVIab9a1dpe6zQHh9DiHcahtneDjw6HzZuyd729WVbucA8rX9T_unV5h8L-hMzJ7AsYd1VLIlGZRuL-ylJlV6SmyRaY6sxVOWZ-qdP9YgaVCp5t75iyhhp51HXP16rdH2fU0WYthf1OongSJX1egOdNvFJ/w400-h300/IMG_6327.JPG" width="400" /></a></div><br /><p></p><p>In a fit of nostalgia this week, I appeared on a podcast (<a href="https://youtu.be/oQT6yWNZo6E" target="_blank">Mastering Dungeons</a>;&nbsp;long-time listener, first-time guest) talking about Fate, of all things. I was ostensibly there to talk about campaign creation, but I was, uh, all over the place. It brought up a lot of thoughts about Fate in general, some of which made it into the conversation, but many of which stayed on my page of notes (I had notes). And I thought, hey, if I were still blogging regularly, this could make a plausible blog post. So that's what it is now.</p><p>These are just things that, IMO, make Fate really shine.</p><p><b>Play honestly.</b> I talked about this a little on the podcast, but Fate is not a game that's overly concerned with things like balance and action-economy. If you go into it looking for ways to exploit the system, you will find them, and you will make the game less-fun for you and everyone at the table. Play the character your aspects say you are; conversely, give your character aspects that make them a fun, integral part of the story rather than an efficiency-machine. Given Fate's roots in the <a href="https://www.drivethrurpg.com/product/1447/Amber" target="_blank">Amber Diceless Roleplaying Game</a> and the goals of its creators, it should come as no surprise -- if I had a nickel for every time I've heard Lenny Balsera say "F#ck balance," I'd have about 35 cents. Let us also heed Ryan Macklin's famous warning that "The math will f#ck you." I may have those attributions reversed, or maybe they've both said them, possibly simultaneously at the Big Bar on 2 at Origins. Regardless, nothing but respect for these two foul-mouthed kings and their massive contributions to our beloved Fate.</p><p><b>Rename skills and approaches.</b>&nbsp;This really only applies if you're making your own campaign, but for a Fate game set in a very particular time and place, I think one of the best things you can do to set the tone is to tailor your game's skills and/or approaches (or whatever your equivalent) to match. Fisticuffs instead of Fight. Skullduggery instead of Deceive. That kind of thing. <i><a href="https://www.drivethrurpg.com/product/270927/Til-Dawn-o-A-World-of-Adventure-for-Fate-Core" target="_blank">Til Dawn</a></i>'s approaches&nbsp;-- Chill, Dark, Fabulous, Fierce, Shady, and Technical -- are a great example of this. They don't correspond to FAE's usual Careful, Flashy, et al., but they indelibly lay out what your mindset should be as a player <i>or</i> as a GM. This is a game about futuristic, gender-bending mecha-DJs getting in and out of drama while musically battling it out with other futuristic, gender-bending mecha-DJs on stage. Imagine how much less evocative that'd all be if its approaches weren't so distinctive.</p><p><b>Go hard against the PCs.</b>&nbsp;Don't hold back, GM. If it gets too hot for the player, they can always concede. In fact, make getting them to concede a primary goal, when the story warrants it. To do this, start with overpowering your major NPCs. The PCs have a top skill of Superb (+5)? Cool, this guy has Legendary (+7) Skull-Cracking. The players will frequently have a fate-point advantage over you, and an easy way to compensate for that is by just upping the skills/approaches of your important NPCs. Just keep the focus on offense. A superhuman ability to avoid damage will make for a superhumanly boring badguy. Overpowered antagonists virtually force the PCs to work together, creating advantages for each other and coming up with creative solutions beyond "I guess I hit him again." That dynamic is one of Fate's key strengths, IMO, so lean into it.</p><p><b>"Save your fate points for being awesome."</b> You can't really talk about how to run a great Fate game without invoking (no pun intended) Morgan Ellis, whom I associate closely with these wise words. Setting aside <a href="https://www.blogger.com/blog/post/edit/4491933635924780786/6949026355624623440" target="_blank">the profound life-lesson this phrase represents to me</a>, the idea here is to value what your character can do by spending your fate points on exciting action rather than avoiding the repercussions of someone else's action. Not to say that you should let yourself get taken out of a conflict, but don't pillow-fort and fritter away your precious narrative currency on playing it safe. Take some stress. Take consequences. Hell, take <i>all</i> the consequences, then concede and get more fate points to spend on being awesome later. The one tiny bit of Fate that I think everyone can agree isn't the greatest (how's <i>that</i> for diplomatic?) is that a successful defense doesn't explicitly force the fiction to change. Success with style gets you a boost, and a tie gets the <i>attacker</i> a boost, but there's that little two-shift range in there where kinda nothing happens. We don't like that. So really, there's no reason to not just take a point or two of stress instead. And then you can spend the fate point you saved on being awesome later on.</p><p><b>But <i>do</i> spend your fate points.</b> Sort of a corollary to the above. The worst way to end a session of Fate is with a pile of fate points in front of you. What a waste! You probably earned those fate points with compels and GM-manipulation, so <i>spend them</i> already. One way you can at least limit the hoarder's tendency to hoard is by making the players "discard" fate points down to their refresh at the end of each scene. Or if you want to be more severe, refresh could double as your fate point <i>maximum</i> as well (although that could cause problems of its own, but that'd be a whole other blog post). Point is (again with the unintended puns!), spend 'em if you got 'em. They're not doing anyone any good otherwise. Spend fate points, be awesome.</p><p>I think that's it, and honestly this went way beyond my notes, so it ended up being more thorough than I'd expected. But now I want to hear from you, as seemingly every YouTuber says at the end of a video. What's <i>your</i> advice for getting the most out of Fate? And thanks again to Shawn and Teos of <a href="https://masteringdungeons.podbean.com/" target="_blank">Mastering Dungeons</a> for having me on.</p>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >FATE</category>
            <pubDate>Thu, 16 Mar 2023 17:52:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-3964751104516505575</guid>
        </item><item>
            <title>[Atomic Robo] Tentative Table of Contents</title>
            <link>http://spiritoftheblank.blogspot.com/2013/01/atomic-robo-tentative-table-of-contents.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9KXkK-OyHbKRkEXzFiaBgtFfYLA6d-zjgnXNKtojNdDS7aDm1obyIB6CwBOcACP5JqI9l_K6cO8cWm8Moj-gvAYiP5tdvU_n3CAdQRoqYTZK75itD4Gfw2T3PR0RbjX32EdbgJYA2AZc/s1600/robo+crom.png" imageanchor="1"><img border="0" height="201" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9KXkK-OyHbKRkEXzFiaBgtFfYLA6d-zjgnXNKtojNdDS7aDm1obyIB6CwBOcACP5JqI9l_K6cO8cWm8Moj-gvAYiP5tdvU_n3CAdQRoqYTZK75itD4Gfw2T3PR0RbjX32EdbgJYA2AZc/s400/robo+crom.png" width="400" /></a></div>
<br />
Hey, Happy New Year! I know I'm more than two weeks late on that, but the baby was two weeks early, so it all balances out.<br />
<br />
(BTW, have you checked out the <b>Fate Core Kickstarter</b> lately? <a href="http://www.kickstarter.com/projects/evilhat/fate-core">It's doing all right.</a>)<br />
<br />
The usual thing I say in answer to the question "How's <i><a href="http://atomicroborpg.com/">Atomic Robo</a></i> coming?" is "Work continues apace," which is wholly accurate. But for all that, it's not a very interesting answer. So I figured I'd give a little progress update here in the form of a tentative table of contents -- or at least the names of the chapters as they stand now, not in any particular order other than the one that makes sense to me right now off the top of my head. The bolded stuff is already done and ready for editing, barring a few examples or something. The italicized stuff is at least partially done.<br />
<br />
<ul>
<li>Robo's World <i>(Note: This is <a href="https://twitter.com/bclevinger">Brian</a>'s stuff on the setting; I think it's done.)</i></li>
<li><b>Timeline</b></li>
<li><b>The Basics</b></li>
<li><b>Outcomes and Actions</b></li>
<li><b>Aspects and Fate Points</b></li>
<li><b>Modes, Skills, and Stunts</b></li>
<li><b>Making Characters</b></li>
<li><b>Challenges, Contests, and Conflicts</b></li>
<li><b>Let's Do Some Science</b></li>
<li><i>Factions</i></li>
<li><b>The March of Progress</b></li>
<li><b>Running the Game</b></li>
<li><b>Telling Stories the <i>Atomic Robo</i> Way</b></li>
<li><i>Playing in Multiple Eras</i></li>
<li><i>Character Write-Ups</i></li>
<li><i>Intro Scenario</i></li>
</ul>
<br />
So, as you can see, it's mostly good to go (to editing). The current wordcount (not counting "Robo's World") is about 70,000 words, which is trending on-target.<br />
<br />
A few details on the in-progress chapters:<br />
<br />
<ul>
<li><b>"Factions"</b> talks about factions (like Tesladyne) as characters, and the role they play in the game. This is mostly a revision of a chapter from the playtest material, with some new bits added.</li>
<li><b>"Playing in Multiple Eras"</b> is about era-hopping campaigns. This is something we talked a lot about in the early going as a mode of play the game heartily supports. That's still true.&nbsp;Right now this chapter is an extensive outline and lots of notes, but could arguably be reduced down to a call-out box in another chapter rather than claiming an entire chapter of its own.&nbsp;As much as we all (that includes you and me) like the idea of era-hopping, it really only shows up in two volumes -- 1 and 3 -- and the first volume of&nbsp;<i>Real Science Adventures</i>. Does a chapter on this subject have a place in the book? I dunno. How about I write it and we find out?</li>
<li>The <b>character write-ups</b> -- there are around 30 of them -- are the biggest time-sink I still face. Several are already done, having been written for playtest purposes (<b>Jenkins</b>, <b>Jack Tarot</b>, <b>Helen</b>, two different versions of <b>Robo</b>, <b>Otto Skorzeny</b>, and a few others), but some of the remaining ones require a little more research. This has taken the form of me twisting Brian's arm to write me some short bios. "Ow! Ow!" he says. "No, don't make me talk more about <i>Atomic Robo</i>!" It's hard to listen to sometimes. But really, at this point, I don't know how much I could differentiate, mechanically speaking, between, say, just about any two <b>She-Devils</b>. Or <b>Benjamin</b> and <b>Koa</b>. Or <b>Mac</b> and <b>Slim</b>. I have a feeling some of these may end up looking a bit like the proto-PCs I made for playtests: modes, a few skill improvements, one or two aspects, and a stunt, with the rest to be filled in by the player during play. But I guarantee the really iconic characters, like <b>Helsingard</b> and <b>Dr. Dinosaur</b>, will definitely get the full treatment. Anything less would be -- say it with me -- mammalian treachery.</li>
<li>The <b>intro scenario</b> is the one from the playtest. It's revised, done, and ready to go, but it should probably be reformatted for ease of editing. Because I'm a nice guy.</li>
</ul>
<div>
So there we are! Pretty close.</div>
<div>
<br /></div>
<div>
Oh, and obviously, revisions to Fate Core prompted by Kickstarter backer/playtester feedback will have an effect on <i>ARRPG</i>, but right now it's tough to anticipate how much of one, so I'll deal with that as it comes.</div>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Wed, 16 Jan 2013 16:00:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-8557881988760405226</guid>
        </item><item>
            <title>[Atomic Robo] Let's Play It Your Way</title>
            <link>http://spiritoftheblank.blogspot.com/2012/12/atomic-robo-lets-play-it-your-way.html</link>
            <description><![CDATA[<div>
</div>
<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfqHUXwN8pEEJlgSqaxv-HOMRzxPkuamNy39waHoBeMRFvx2EorbpxjkmaXZNhVyzDc5mmPSExzcZcw1VuBVVANOtobkJJO7JU_mHU5kZnsz74d46StoOVrtVpjUXjqpBd0w4AJJcK8rU/s1600/Atomic-Robo-Coming-Soon-Logo.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfqHUXwN8pEEJlgSqaxv-HOMRzxPkuamNy39waHoBeMRFvx2EorbpxjkmaXZNhVyzDc5mmPSExzcZcw1VuBVVANOtobkJJO7JU_mHU5kZnsz74d46StoOVrtVpjUXjqpBd0w4AJJcK8rU/s1600/Atomic-Robo-Coming-Soon-Logo.jpg" /></a></div>
<div>
Did everyone have a good Christmas or whatever? Ours was... <a href="http://spiritoftheblank.blogspot.com/2012/12/baby-again.html">a little more complicated than we'd expected</a>. And I'm pretty much run off my feet as a consequence. But in celebration of <a href="http://www.kickstarter.com/projects/evilhat/fate-core">the Fate Core Kickstarter campaign hitting 5,000 backers</a>&nbsp;yesterday, here's a tiny little preview of <i><b>Atomic Robo: The Roleplaying Game</b></i>. Specifically, it's an example of how we're using <i><b><a href="http://atomic-robo.com/">Atomic Robo</a></b></i> itself to illustrate some game concepts.</div>
<br />
In this case, it's <b>conceding a conflict</b>.<br />
<br />
(But first, have you read <a href="http://www.atomic-robo.com/volumes/volume-7/"><i><b>Atomic Robo and the Flying She-Devils of the South Pacific</b></i></a> yet? You really should. I don't want to spoil anything for you, but it's been out for a while now, so... that's on you.)<br />
<br />
On with the example!<br />
<table align="center" cellpadding="0" cellspacing="0"><tbody>
<tr><td><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQ0mhVcwhvXEFo6aLO2XD5ZW7Fjnj5PjKbQbUNeLR_dnZ8oFvWnkef_nDFnDeuTTa61wTYiSxnERDafglVBBwBzQh2Q5VnGnydMx8X9MLBdzRSsnokBBPjXvjYonclDnhdVSiTI3WAN2o/s1600/AR+v7i3p3.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQ0mhVcwhvXEFo6aLO2XD5ZW7Fjnj5PjKbQbUNeLR_dnZ8oFvWnkef_nDFnDeuTTa61wTYiSxnERDafglVBBwBzQh2Q5VnGnydMx8X9MLBdzRSsnokBBPjXvjYonclDnhdVSiTI3WAN2o/s1600/AR+v7i3p3.png" /></a></td></tr>
<tr><td>Robo tries to intimidate Takeshi with an Intimidation total of +4. Takeshi defends with Will and gets a +7—success with style. He gets a boost of&nbsp;<i>Numbers On My Side</i>.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0"><tbody>
<tr><td><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFRq2zl2Q_Xw-4vCdaSbZKUq2obSynCoqY2BjUZHMnNjNsHWwG9WyoFjMjAgyq81hawqY1maQ7LDXvT2ICT2OFjGi4RcdDgHpvLvOVThKVwvnRRznN4kKEjAUNTS5lpnYmogER3DOLjIE/s1600/AR+v7i3p4.png" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFRq2zl2Q_Xw-4vCdaSbZKUq2obSynCoqY2BjUZHMnNjNsHWwG9WyoFjMjAgyq81hawqY1maQ7LDXvT2ICT2OFjGi4RcdDgHpvLvOVThKVwvnRRznN4kKEjAUNTS5lpnYmogER3DOLjIE/s1600/AR+v7i3p4.png" /></a></td></tr>
<tr><td>Robo changes tack and decides to use Physics to try creating an advantage instead, based on the idea that using ion guns in an enclosed metal environment is an inherently bad idea. The GM decides that this will be an unopposed roll, and it succeeds. Robo creates the aspect <i>Science On My Side</i>.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0"><tbody>
<tr><td><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh428WBY6We_QWqBBICKN_4uBVbJ8hhpw2s1TzUR1YBk-TR6WcUoYc9M0CDCZ0CF6JQePct3hzhI5WIpr3b7Yf_UZeqn-51SwoTEhQWKFJcFetymIzcPpjlQ5UcZ1ylx3DFO_0Hha0oYTM/s1600/AR+v7i3p5.png" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh428WBY6We_QWqBBICKN_4uBVbJ8hhpw2s1TzUR1YBk-TR6WcUoYc9M0CDCZ0CF6JQePct3hzhI5WIpr3b7Yf_UZeqn-51SwoTEhQWKFJcFetymIzcPpjlQ5UcZ1ylx3DFO_0Hha0oYTM/s320/AR+v7i3p5.png" width="198" /></a></td></tr>
<tr><td>Undeterred, Takeshi goes on the offensive. He rolls Intimidation and gets a +5, and invokes <i>Numbers On My Side</i> to make it +7. He also spends a fate point to invoke his aspect <i>Only Victory and Defeat</i>&nbsp;to bump that up by +2 more, for a +9. Then, in a gutsy move, he spends <i>another</i>&nbsp;fate point to invoke <i>Science On My Side</i>&nbsp;for <i>another</i>&nbsp;+2. Takeshi and his men don't care about their own safety. That makes his total +11.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0"><tbody>
<tr><td><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA8mVwRoB2wTM__9q2ZA6CyyZSHIgrOoiSWRtmAXnsP0M7B3vWs2knCYKsB0ehPMoomOWeauDhNxUZr7xyJGmNeu_WBAcYCxKyU90D1NKGX7A68hzx8VLVQ1QKgREAV1VwohTND4IibIg/s1600/AR+v7i3p6.png" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiA8mVwRoB2wTM__9q2ZA6CyyZSHIgrOoiSWRtmAXnsP0M7B3vWs2knCYKsB0ehPMoomOWeauDhNxUZr7xyJGmNeu_WBAcYCxKyU90D1NKGX7A68hzx8VLVQ1QKgREAV1VwohTND4IibIg/s320/AR+v7i3p6.png" width="320" /></a></td></tr>
<tr><td>Robo doesn't think he can beat that, nor does he want to end up with a consequence from this, so he decides to concede. He loses the conflict, but on his own terms: Takeshi will keep him alive for now, but incapacitated. Robo gets a fate point for the concession.</td></tr>
</tbody></table>
<div>
Now, a couple points:</div>
<div>
<br /></div>
<div>
One, this is only <i>one</i> possible interpretation of this conversation -- you could call Takeshi's first line in that first panel as an Intimidation attempt, for example, as well as Robo's rather threatening "It'd kill you too." &nbsp; Or maybe Takeshi's first line is him creating an advantage. They're all valid, and any of them is totally plausible in play. But this is the one I'm going with. For me, up until the point when Robo literally threatens physical violence, they're just talking, <i>sans</i> dice. But when Takeshi casually insults Robo's piloting skills, Robo's player decides, "All right, it's on."</div>
<div>
<br /></div>
<div>
Two, normally in the book, I don't use characters as players, such as "Robo gets a fate point," but in this case I'm prioritizing brevity. These are captions; I don't want them getting too long.</div>
<div>
<br /></div>
<div>
I plan to use this technique as often as is feasible in <i>ARRPG</i>. The actual panels from the comic are an amazing resource, and we'd be crazy not to take advantage of them.</div>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Sat, 29 Dec 2012 18:10:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-3040359848886517330</guid>
        </item><item>
            <title>[Fate Core] It's Skill Pyramids All the Way Down</title>
            <link>http://spiritoftheblank.blogspot.com/2012/12/fate-core-its-skill-pyramids-all-way.html</link>
            <description><![CDATA[<table align="center" cellpadding="0" cellspacing="0"><tbody>
<tr><td><a href="http://images1.wikia.nocookie.net/__cb20090810142260/uncyclopedia/images/4/43/The_Ultimate_Wizard.JPG" imageanchor="1"><img border="0" height="300" src="http://images1.wikia.nocookie.net/__cb20090810142260/uncyclopedia/images/4/43/The_Ultimate_Wizard.JPG" width="400" /></a></td></tr>
<tr><td><i>WIZARD!</i></td></tr>
</tbody></table>
<div>
I had a thought over on <a href="http://forum.rpg.net/showthread.php?667263-Fate-Core-Who-s-running-playing-in-a-Fate-Core-game&amp;p=16212356#post16212356">RPG.net</a> today on sub-pyramids of skills, so I figured I'd expand on it here.</div>
<br />
<i>Then </i>I had <i>further</i> thought on the same thing, and suddenly it was skill pyramids all the way down. But we'll get to that soon enough.<br />
<br />
First, let's say you have a skill that's important enough to your game that you really want to drill down into what it can do. Piloting, fencing, and magic are the first things that spring to mind for me. I'll go with magic, because the first two will entail a lot more thought and crunchiness. So we have a skill called Magic. It's about magic stuff.<br />
<br />
Come up with a number of distinct things -- around 10 -- that the skill can do. "Distinct things" will vary depending on personal preference, game world, and campaign. For magic, I'd go with schools, and for the sake of convenience and my familiarity with the subject, let's say they're the nine schools of <b>2nd edition <i>AD&amp;D</i></b>: Abjuration, Conjuration, Divination, Evocation, etc. (They used these in 3.X too, right? Anyway. That's neither here nor there.) I'm calling these specialties for now.<br />
<br />
You also have these specialties in a pyramid, with an apex equal to your Magic skill. So if you have Fair (+2) Magic, your Magic pyramid might look like this:<br />
<blockquote>
<b>Fair (+2): </b>Evocation&nbsp;</blockquote>
<blockquote>
<b>Average (+1): </b>Invocation, Transmutation</blockquote>
Three slots in your pyramid, three schools of magic.<br />
<br />
If you have Great (+4) Magic, you have skill in <i>all</i> schools of magic -- a wizard's wizard, who puts the study of the magical arts above all else. That might look like this:<br />
<blockquote>
<b>Great (+4):</b> Evocation</blockquote>
<blockquote>
<b>Good (+3): </b>Invocation, Transmutation&nbsp;</blockquote>
<blockquote>
<b>Fair (+2): </b>Enchantment, Divination, Abjuration</blockquote>
<blockquote>
<b>Average (+1): </b>Conjuration, Necromancy, Illusion</blockquote>
When you cast a spell, you don't roll your Magic skill -- you roll your <i>specialty</i> skill. So if you're casting a <i>fireball</i>, you'd roll your Great (+4) Evocation. If you're casting phantasmal killer, you'd roll your Average (+1) Illusion. Etc. Probably the only time you'd roll Magic is to know stuff in general about magic.<br />
<br />
What do these specialties do? Give 'em some Fate Core actions, as appropriate. No need to define them more than that. Evocation overcomes by blowing stuff up, creates advantages by blowing stuff up, and attacks by blowing stuff up.<br />
<br />
This is the part that goes rather completely crazy, in my opinion. Once you have this secondary pyramid, you <i>make a tertiary pyramid for each of these schools of magic</i>. What's in these skill pyramids? Not skills -- <i>spells</i>.&nbsp;Since this is already so AD&amp;D-heavy anyway, open up your PHB and take your spells right from there.<br />
<br />
So for Evocation, this wizard's wizard above would have 10 Evocation spells, rated from +1 to +4. For Divination, they'd have three spells. And so on.<br />
<br />
Yeah! You're right! That <i>is</i> a lot of spells to keep track of. An ungainly number. It's ridiculous! See, I told you it was crazy. It's more a thought exercise than anything else.<br />
<br />
There are a couple more reasonable approaches to this. One is to make the schools individual skills (instead of specialties), and then make spells the specialties. E.g., you have Good (+3) Evocation, which means you can have a Good (+3) <i>Fireball</i>, Fair (+2) <i>Burning Hands</i> and <i>Melf's</i>&nbsp;<i>Acid Arrow</i>, etc.<br />
<br />
Another way is to ditch the whole "school" thing and instead go with types of magic, like Fire, Water, Air, Earth, and Death or something. Each of those is a skill, and spells are specialties -- but probably not cribbed from <i>AD&amp;D</i>. I'd make them player-defined, then build the spells as custom skills in the style of <i>Atomic Robo</i>. Maybe you have <i>n</i> points to spend on making those spells, where <i>n</i> is determined by your skill rating.<br />
<br />
(BTW, if you're an <i>ARRPG</i> playtester and any of the above reminds you of modes, it's sheer coincidence.)<br />
<br />
This has nothing to do with skill sub-pyramids, but: Another way to go would be to have spells as <i>stunts</i>, possibly as stunts you could swap out via some sort of spellbook mechanism. So whether have you have schools of magic as skills or specialties, you can roll Evocation, Abjuration, and Divination all day long to do whatever it is you do with those schools (according to their actions), but then you might also have stunts that stretch those boundaries a bit. For example:<br />
<blockquote>
<i>Fireball:</i> When attacking with Evocation, spend a fate point to affect everyone in the targeted zone.</blockquote>
<blockquote>
<i>Shield:</i>&nbsp;+2 to Abjuration when defending against physical attacks.</blockquote>
<blockquote>
<i>Discern Location:</i> Spend a fate point and specify one creature you've seen or object you've touched. You know the location of that creature or object unerringly and in exacting detail, even if it's on another continent, planet, or plane of existence.</blockquote>
&nbsp;Anyway. Back to <i>Robo</i>.]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >dragons</category>
            <pubDate>Thu, 13 Dec 2012 06:58:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-619942382187726884</guid>
        </item><item>
            <title>[Fate Core] Rules vs. Settings</title>
            <link>http://spiritoftheblank.blogspot.com/2012/12/fate-core-rules-vs-settings.html</link>
            <description><![CDATA[<table align="center" cellpadding="0" cellspacing="0"><tbody>
<tr><td><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJuZqXhPQpHTAdW02iBs-ZnY09ToDMCgc3CLGHPTfZDA1XUXAHmXqNEQ3-Rd3xGCSVofZdMAjbmelWMx-wol1a31CB1OzrsKTkR-QwoOv-mUwOlQXRv4RKC3tXfSiM_STpD6rzAhNCPNQ/s1600/robo+a+lot+to+absorb2.png" imageanchor="1"><img border="0" height="157" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJuZqXhPQpHTAdW02iBs-ZnY09ToDMCgc3CLGHPTfZDA1XUXAHmXqNEQ3-Rd3xGCSVofZdMAjbmelWMx-wol1a31CB1OzrsKTkR-QwoOv-mUwOlQXRv4RKC3tXfSiM_STpD6rzAhNCPNQ/s400/robo+a+lot+to+absorb2.png" width="400" /></a></td></tr>
<tr><td><i>This is a warning.</i></td></tr>
</tbody></table>
So! That <a href="http://www.kickstarter.com/projects/evilhat/fate-core" target="_blank"><b>Fate Core</b> Kickstarter</a>'s been pretty crazy, am I right? It's great to see so many people excited enough about it to back the campaign -- exactly&nbsp;<i>3,600 people</i>, as I type -- and also to see how many of them are new to Fate with this edition. That's awesome.<br />
<br />
Not surprisingly, there's a lot of discussion about Fate Core in various places around the Internet, and a lot of it's revolving around what it can do. Most of the time, inquiries about this kind of thing look something like this:<br />
<blockquote>
Really enjoyed the <i>Terra Nova</i> TV series when it was on and was wondering if it would be possible to make that kind of setup using the FATE system?</blockquote>
(That's <b>James Cartwright</b>, <a href="http://www.kickstarter.com/projects/evilhat/fate-core/comments" target="_blank">commenting on the Kickstarter page</a>.)<br />
<br />
Or this:<br />
<blockquote>
I would love to see a strong example of a heavily race based system. Ideally in my mind an anthropomorphic animal game in the vane of <i>Redwall</i>, <i>Mouse Guard</i>, or <i>Ironclaw</i>.</blockquote>
(That's <b>Jonathan Dietrich</b>, also on the Kickstarter page.)<br />
<br />
These both sound like great games to run with Fate Core. <i>Terra Nova</i>&nbsp;may have let me down as a show, but the premise was cool -- sci-fi tech and dinosaurs! As for the anthropomorphic animal thing, well, I own <i>Mouse Guard</i> and backed <i><a href="http://www.kickstarter.com/projects/2063410154/cairn" target="_blank">Cairn</a></i>, so I'm in.<br />
<br />
My reaction to this kind of thing is always the same: Yeah, of course Fate can do that. What does it really involve, anyway? Knowing the source material? Fate Core gives you everything you need to sort out the rest.<br />
<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN_WM-ueRqRMQ-7fxyxSURhTcC3qGK8t29WkdhB__gQK6LBs-WET2LkxK7axqu8ylPjTZipY3Rh_XoEZJJDqhEe0VUmUw0qx_0qEIc7syGM_W_5pdpCl-VBauoXCJnugPzyGQDaYpJoAI/s1600/yer+fate+core+rules.png" imageanchor="1"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN_WM-ueRqRMQ-7fxyxSURhTcC3qGK8t29WkdhB__gQK6LBs-WET2LkxK7axqu8ylPjTZipY3Rh_XoEZJJDqhEe0VUmUw0qx_0qEIc7syGM_W_5pdpCl-VBauoXCJnugPzyGQDaYpJoAI/s320/yer+fate+core+rules.png" width="320" /></a></div>
This is a pretty unfair attitude, I know. I'm so used to hacking Fate and <i>talking</i> about hacking Fate and <i>seeing</i> Fate hacks that at this point it's kinda That System Everyone Hacks to me. You want to do something with Fate? Great! Go do it. What are you waiting for? Again, unfair.<br />
<br />
However, there's an actual point to be made here as well. As I <i>also</i> said on Twitter, there's a real difference in Fate Core between saying "I want rules for..." and saying "I want a setting that's like...." <a href="https://twitter.com/devlin1/status/278295561390669824" target="_blank">98% of emulating a genre using Fate Core is knowing the genre well in the first place.</a><br />
<br />
Do you need special rules for shooting a dinosaur -- rules that aren't already in Fate Core? I don't think so. I mean, sure, you'll want to stat up some dinosaurs, but that's definitely within the scope of the rules as written. Do you need special rules for playing a sword-wielding mouse (as opposed to a sword-wielding human)? If everyone's playing an animal, make sure everyone has at least one aspect describing what kind of animal they are. (And then, y'know, stat out some cats and weasels.) Hashtag done!<br />
<br />
Let's take Fate Core assistant developer&nbsp;<a href="http://2d6cents.com/2012/12/get-wild-blue-for-1-right-now/" target="_blank">Brian Engard</a>'s&nbsp;<a href="http://www.kickstarter.com/projects/evilhat/fate-core/posts/365646" target="_blank"><b>Wild Blue</b></a>&nbsp;setting as an example. Wild Blue is part Western, part fantasy-magic stuff, and part supers. It has new rules for the magic-and-supers stuff (in the form of&nbsp;<b>gifts</b>), because Brian had a specific vision for how those work in the setting that he needed to convey. It has a couple new skills that suit the setting. And... that's it for new rules. Because Fate Core does everything else.<br />
<br />
But Jonathan Dietrich came back with this:<br />
<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_AohgiEMXah2GRlpWIijXOO4KbNwfAORccjPBbGQk6SKza8nCG5H3EjIyn7RENfw3pGdvVpYwRCWJHrXUmtE729hkTsJEdBHP6f-72P4__uuuSDzPjzJCUwPlw7qogAp7NrM4j9BzZ84/s1600/yer+fate+core+rules+rebut.png" imageanchor="1"><img border="0" height="130" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_AohgiEMXah2GRlpWIijXOO4KbNwfAORccjPBbGQk6SKza8nCG5H3EjIyn7RENfw3pGdvVpYwRCWJHrXUmtE729hkTsJEdBHP6f-72P4__uuuSDzPjzJCUwPlw7qogAp7NrM4j9BzZ84/s320/yer+fate+core+rules+rebut.png" width="320" /></a></div>
Which is a <i>great question</i>! I tried to answer it on Twitter, but Twitter's not the best medium for that sort of thing, so let's see if it I can do it justice here.<br />
<br />
What we're really talking here when we talk about sci-fi dinosaurs or heroic rodents isn't rules, but&nbsp;<i>setting</i>. Most of what'd be in a good&nbsp;<i>Terra Nova</i>&nbsp;RPG built on Fate Core would be descriptions and stats for things from the show -- an implementation of the system, sure, but off the top of my head I can't think of anything especially new it needs in terms of rules or mechanics. (Of course, I'm no <i>Terra Nova</i> scholar or anything, so maybe I'm misremembering.)<br />
<br />
Anthropomorphic animals? As a complete game, I'd want lots of descriptions of animals and examples of aspects and stunts for each. But what I <i>can't</i> imagine is that any of that would deviate from the tools that Fate Core gives you. Maybe -- <i>maybe</i> -- you'd want size and scale rules, but extras can do that as-is. (The Extras Toolbox will probably have those size and scale rules, but still.)<br />
<br />
The thing is, the protagonists in these stories do things that "baseline" human protagonists do in Fate Core anyway. (Well, apart from, like, gathering nuts for the winter, I guess.) They don't shoot laser beams from their palms or have super-strength or bend the laws of reality or anything. Even if they're mice or voles or whatever, they do what mice or voles or whatever in the setting do -- which makes mice or voles or whatever the new baseline, which means you don't need special rules for them. If you know your source material and follow the directions in Fate Core, you'll get the game you want.<br />
<br />
With all that established: <i>What makes Atomic Robo so special that <b>it</b> need its own book?</i><br />
<br />
This is a fair and complex question.<br />
<br />
One, Brian Clevinger and Scott Wegener want to do it. I want to do it. Evil Hat wants to do it. Lots of <i>Robo</i> fans <i>really</i> want us to do it. So... we're doing it.<br />
<br />
Two, <i>ARRPG</i> may be an implementation of Fate Core, but it has several significant divergences meant to engender the kind of play we want to see out of an <i>Atomic Robo</i> game. Modes simplify character creation and skills to get players playing ASAP. We expect some people who buy the book will be Robo fans first and RPG fans second, or totally inexperienced with RPGs, so right from the start "quickplay" was the default. (Fate Core's easy for first-timers to pick up too, of course; a lot of these core concepts of <i>ARRPG</i> were established long before I even set eyes on Fate Core.)<br />
<br />
Y'know how I said I'm not a <i>Terra Nova</i> scholar? Over the past year, I have arguably become an <i>Atomic Robo</i> scholar. Eating, breathing, and sleeping <i>Atomic Robo</i> has had a huge effect on the game in a hundred little ways. <i>Atomic Robo</i>&nbsp;doesn't tell stories the usual Fate Core way, so <i>ARRPG</i>&nbsp;structures stories the <i>Atomic Robo</i> way. The game&nbsp;has mechanics that emulate some specific stuff from the source material, like a group of Action Scientists working together to apply science to a mystery, a quick method for handling the in-game invention of new technology, and the capacity of characters (like Robo himself) to greatly exceed normal human limits.<br />
<br />
What else? Aspects are categorized differently. There are no phases. There's no refresh (another very early decision). PCs start with more stunts. There's a subsystem for building customized skills outside of the extras framework. <i>ARRPG</i> has the great GM advice from Fate Core, but with an eye toward telling&nbsp;<i>Atomic Robo</i> stories, and new tools to help you do it. And because I wrote it, it has a random table. Maybe two. Maybe a <i>random number</i> of random tables. We'll see.<br />
<br />
(Incidentally, some of the above will probably make it into the <b>Extras Toolbox</b> in some form or other.)<br />
<br />
On top of all that, it's a thorough sourcebook for <i>Atomic Robo</i> -- more information on the Robo-verse than you'll find in any other book, plus a bunch of great art from Scott, both from the comic and <i>new</i> stuff. As a fan of <i>Robo</i>, this might be my favorite part of it.<br />
<br />
Anyway. What was I talking about? Something to do with rules vs. settings in Fate Core?]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Tue, 11 Dec 2012 16:00:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-8898868146231157976</guid>
        </item><item>
            <title>[Fate Core] Surprise!</title>
            <link>http://spiritoftheblank.blogspot.com/2012/12/fate-core-surprise.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXXoBzzCHIvO3cHYfXZjY1L2Ekao2LI-Kt_6vHQ7cvBK8cUNF0i1FtUophNbK1FzRhnhKEHVi2jOYmS9tfXRB2Zjv1egldAOFiud9lk6btV8TYRCLmEb_uY7cLxJarfINRf-OOMgluMps/s1600/Fate+Core+Cover.png" imageanchor="1"><img border="0" height="154" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXXoBzzCHIvO3cHYfXZjY1L2Ekao2LI-Kt_6vHQ7cvBK8cUNF0i1FtUophNbK1FzRhnhKEHVi2jOYmS9tfXRB2Zjv1egldAOFiud9lk6btV8TYRCLmEb_uY7cLxJarfINRf-OOMgluMps/s320/Fate+Core+Cover.png" width="320" /></a></div>
<br />
<b>Surprise!</b><br />
<br />
The <b><a href="http://www.kickstarter.com/projects/evilhat/fate-core" target="_blank">Fate Core Kickstarter campaign</a></b> has kicked off a little earlier than anticipated, thanks to editor <b><a href="http://jeremykeller.com/" target="_blank">Jeremy Keller</a></b> and all-around provocateur <b><a href="http://www.deadlyfredly.com/" target="_blank">Fred Hicks</a></b>.<br />
<br />
You've probably already checked it out. If you haven't yet, it's, uh, doing pretty well. Funded in under 15 minutes, hit the first two stretch goals shortly thereafter.<br />
<br />
And in case you weren't already aware of this particular tidbit: <b>If you back at <i>any level</i> -- including the $1 Access level -- you get immediate access to the draft copy of Fate Core.</b><br />
<b><br /></b>
Not bad, right?<br />
<br />
This is all kind of novel for me. It's the first project I've worked on that's gotten the Kickstarter treatment. I had nothing to do with setting up the Kickstarter itself, nor am I currently on the hook to produce any new material as part of a stretch goal. So really, in a sense, I kinda don't really have much of a stake in this beyond wanting people to like and play a game I've worked on. (As I've said before, I've been <i>extremely lucky</i>&nbsp;so far in my RPG freelancing career to have worked on pretty much only fairly high-profile, well-received projects.)<br />
<br />
But I'm going to be watching this Kickstarter with as much attention and enthusiasm as, I dunno, <a href="http://www.kickstarter.com/projects/tah/thrilling-adventure-hour-the-graphic-novel-and-bey" target="_blank">this</a>, or <a href="http://www.kickstarter.com/projects/66184978/atomic-robo-last-stop" target="_blank">this</a> -- because it's always fun to see a highly anticipated campaign for a cool project go from "funded" to "ridiculous runaway success." Join me, won't you?<br />
<br />
<i><b><a href="http://youtu.be/KYdbanbEAYk?t=3m" target="_blank">Join me.</a></b></i>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Evil Hat</category>
            <pubDate>Tue, 04 Dec 2012 15:30:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-2557309043562221100</guid>
        </item><item>
            <title>[Atomic Robo] Covers and Progress</title>
            <link>http://spiritoftheblank.blogspot.com/2012/11/atomic-robo-covers-and-progress.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLEZaVH9TaOxGrg10pzLvKA48JE6X-oZG-l2hvBPt8cEv5voRIYyqASQYVz66aZmTxoZWq8Caw1w9Tyoq2wdI_EoKIO26FdTYjuzIYauUL9zh73Rux1RE9jk5J562wE3m4JYGPuuy5MTk/s1600/RPG+Cover+Sketches+Flat.jpg" imageanchor="1"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLEZaVH9TaOxGrg10pzLvKA48JE6X-oZG-l2hvBPt8cEv5voRIYyqASQYVz66aZmTxoZWq8Caw1w9Tyoq2wdI_EoKIO26FdTYjuzIYauUL9zh73Rux1RE9jk5J562wE3m4JYGPuuy5MTk/s640/RPG+Cover+Sketches+Flat.jpg" width="409" /></a></div>
<br />
<br />
<a href="http://swegener.tumblr.com/" target="_blank">Scott</a>'s been noodling around with cover ideas for <i><b>ARRPG</b></i>. Thoughts? Other than my first thought, which was "Those <a href="http://thrillingadventurehour.com/theshow.html" target="_blank">robot fists</a> are awesome!"?<br />
<br />
("Of course they are," says Scott. "They're based on <a href="http://cyberneticzoo.com/?p=2637" target="_blank">a real thing</a>.")<br />
<br />
<b>Related:</b> Several chapters of <i>ARRPG</i> have been submitted. By this I mean that they've been put in a place online where an Evil Hat editor can eventually get to them. More chapters are being revised and written as I type this. Well, not <i>exactly</i> as I type, because I'm typing this, and I can only type one thing at a time. I guess I could alternate characters between this blog post and the chapter, but -- look, I feel like we're getting off-course here.<br />
<br />
Also, <b>Action Scientists</b>, aka <b>playtesters</b>! Thanks for your work on the <i>secret mission</i> you've been assigned! Good stuff. Keep 'em coming.]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >art</category>
            <pubDate>Fri, 30 Nov 2012 19:50:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-5552472707658241284</guid>
        </item><item>
            <title>[Fate Core] Coming Soon</title>
            <link>http://spiritoftheblank.blogspot.com/2012/11/fate-core-coming-soon.html</link>
            <description><![CDATA[<div>
<a href="http://www.evilhat.com/home/coming-soon-fate-core/" target="_blank"><img border="0" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXXoBzzCHIvO3cHYfXZjY1L2Ekao2LI-Kt_6vHQ7cvBK8cUNF0i1FtUophNbK1FzRhnhKEHVi2jOYmS9tfXRB2Zjv1egldAOFiud9lk6btV8TYRCLmEb_uY7cLxJarfINRf-OOMgluMps/s400/Fate+Core+Cover.png" width="400" /></a></div>
So everyone knows about this by now, right?<br />
<br />
No?<br />
<br />
If you don't, <a href="http://www.evilhat.com/home/coming-soon-fate-core/" target="_blank">you really should check it out</a>.]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >FATE</category>
            <pubDate>Tue, 27 Nov 2012 06:04:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-1466494885928249749</guid>
        </item><item>
            <title>[Atomic Robo] Playtest Closed</title>
            <link>http://spiritoftheblank.blogspot.com/2012/11/atomic-robo-playtest-closed.html</link>
            <description><![CDATA[<div>
</div>
<div>
</div>
<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg06p6vjR6FOb7eXa3c2whtdgYTmHFdg_p0FD5ZzeVVDNI1SC-5A_CWbDPPiNmcdzaPYtMHPHckUsJOEulFb7ngaBqNex6jtaDHh8ABCkt30hI5Nj3sjjBQ49oa8nL8ukf4kPrZdYi2L94/s1600/robo+scram.png" imageanchor="1"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg06p6vjR6FOb7eXa3c2whtdgYTmHFdg_p0FD5ZzeVVDNI1SC-5A_CWbDPPiNmcdzaPYtMHPHckUsJOEulFb7ngaBqNex6jtaDHh8ABCkt30hI5Nj3sjjBQ49oa8nL8ukf4kPrZdYi2L94/s400/robo+scram.png" width="400" /></a></div>
That's it!<br />
<br />
Round 3 of playtesting for <i><b><a href="http://atomicroborpg.com/" target="_blank">Atomic Robo: The Roleplaying Game</a></b></i> is now closed, which means no new playtesters will be... what's the word... accepted? Required? You get what I'm saying. We have a lot of playtesters, but I don't anticipate any further significant changes -- changes large enough to warrant more full-scale playtesting -- to the rules as they currently exist.<br />
<br />
So... if you were like "I'm gonna get in on that <i>Atomic Robo</i> thing on Tuesday!" then allow me to offer my sincere apologies. Missed it by <i>that much</i>.<br />
<br />
If you're already a playtester, your feedback's still welcome, but now is the time to move into the next phase of things. That means turning what we have into something that looks like an actual manuscript, adding/adapting some more content from <b>Fate Core</b>, and generally getting everything in a state won't make the editor mad at me.<br />
<br />
In the absence of constantly updating you on playtest-type stuff, I plan to offer some genuine preview-type stuff along the lines of <a href="http://spiritoftheblank.blogspot.com/2012/11/atomic-robo-invaders-from-mars.html" target="_blank">the character sheets I posted yesterday</a>. Stay tuned!]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Mon, 05 Nov 2012 19:25:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-463463510529131874</guid>
        </item><item>
            <title>[Atomic Robo] Invaders from Mars Characters</title>
            <link>http://spiritoftheblank.blogspot.com/2012/11/atomic-robo-invaders-from-mars.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnzo7oMlX8q8-GdkI2rKjUzXDVsBQxTvIPU10D4ci2k4lj8x1iDWsTTVXYgiiOm9KbtqyNNJhbsgsCDREYCDQJdJ57mMBdp9EI2f4-S__EqM3hSqwhyphenhyphenQEiguhIzoOEJTPtJOqVwF6kOJQ/s1600/Orson-Welles.jpg" imageanchor="1"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnzo7oMlX8q8-GdkI2rKjUzXDVsBQxTvIPU10D4ci2k4lj8x1iDWsTTVXYgiiOm9KbtqyNNJhbsgsCDREYCDQJdJ57mMBdp9EI2f4-S__EqM3hSqwhyphenhyphenQEiguhIzoOEJTPtJOqVwF6kOJQ/s400/Orson-Welles.jpg" width="400" /></a></div>
I had fun making these characters for the one-shot tomorrow, so I figured I'd share 'em with you all. Apart from a rare couple of exceptions, I haven't been making full-on pre-gens for these playtests, because I've wanted to see how players handled the E-Z No-Math Character Creation that's the default in <i><b><a href="http://www.atomicroborpg.com/" target="_blank">Atomic Robo: The Roleplaying Game</a></b></i>. But I think I've seen plenty of that thus far, and besides, I have to write up a number of characters from <i>Robo</i> canon anyway.<br />
<br />
And you know what? It was a lot of fun. '30s Robo, Jack Tarot, and Helen in particular, because it gave me an excuse to pore over <i><b><a href="http://www.amazon.com/gp/product/0980930243/ref=as_li_ss_tl?ie=UTF8&amp;tag=nuklearpower-20&amp;linkCode=as2&amp;camp=217145&amp;creative=399349&amp;creativeASIN=0980930243" target="_blank">The Deadly Art of Science</a></b></i>. Of the other two characters, one's based on Welles' &nbsp;character in his <a href="http://archive.org/details/OrsonWellesMrBruns" target="_blank"><i>War of the Worlds</i> radio drama</a>, and the other's wholly invented but a plausible participant in the events of the scenario.&nbsp;(I also enjoyed finding character portraits, which is something I rarely do.) Regardless,&nbsp;they all look fun to play. Here's hoping I'm right about that, eh? Guess we'll find out tomorrow at <b><a href="http://www.dicehousegames.com/" target="_blank">Dice House Games</a></b>!<br />
<br />
So&nbsp;<a href="http://dl.dropbox.com/u/8966773/Invaders%20from%20Mars%20Characters.pdf" target="_blank">here they are</a>. If you're in the playtest, check it out! More characters ready-made for you! If you're not, then check it out! Here's what characters look like!]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Sun, 04 Nov 2012 06:09:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-2969462352875417530</guid>
        </item><item>
            <title>[Atomic Robo] and the Invaders from Mars</title>
            <link>http://spiritoftheblank.blogspot.com/2012/11/atomic-robo-and-invaders-from-mars.html</link>
            <description><![CDATA[<table align="center" cellpadding="0" cellspacing="0"><tbody>
<tr><td><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPrQVHoi5MaD9W5WMTQTO2FqZWa1GQHkxO6EaTkh3tIKeOhkUhUO1WmwHyJDw4h4OrDMJEMYzW_4-XhEuORDMeHpmPsqmuZ7HW-cKJ-S43NM85qTZwxDBYmIQKWNx4McFkhMXOF95S6Fw/s1600/robo+invaders+from+mars.png" imageanchor="1"><img border="0" height="332" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPrQVHoi5MaD9W5WMTQTO2FqZWa1GQHkxO6EaTkh3tIKeOhkUhUO1WmwHyJDw4h4OrDMJEMYzW_4-XhEuORDMeHpmPsqmuZ7HW-cKJ-S43NM85qTZwxDBYmIQKWNx4McFkhMXOF95S6Fw/s400/robo+invaders+from+mars.png" width="400" /></a></td></tr>
<tr><td><i>Full Disclosure: Image has been altered using MS Paint.</i></td></tr>
</tbody></table>
This Sunday I'm running an <i><b><a href="http://atomicroborpg.com/" target="_blank">Atomic Robo</a></b></i> playtest at <b><a href="http://dicehousegames.com/" target="_blank">Dice House Games</a></b> in Fullerton. I was debating whether the scenario should be themed after Halloween or the election, since it's proximal to both. In the end, I decided that Halloween scared me less, so <i><b>Atomic Robo and the Invaders from Mars</b></i> it is!<br />
<br />
1938. Grover's Mill. Robo. Jack Tarot and Helen. Tripods. Heat rays. You get the idea.<br />
<br />
It's not really a big public event, but I figured I'd mention it to the big public nonetheless. If you're around and want in on that, let me know in the comments. I plan to start at 2:00, and I'll take up to five players. Plus, it's a Game Day at Dice House, so stick around after and play some other games.]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Sat, 03 Nov 2012 04:49:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-4534526717324666047</guid>
        </item><item>
            <title>[Strange Fate] The SRD Has Landed</title>
            <link>http://spiritoftheblank.blogspot.com/2012/10/strange-fate-srd-has-landed.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGNoN7BH5Th-4B8PaoiV4ZVUvWZSy3Pnh29WMjHh-1gVvpRWzYY3pUs6gBvGyEI9G5NhkfIwKU_Niw5a_lrGAylD4J8qFt5-KxDRLRF50aD1v1rC-p2gl8tKfL7d2h-2oOvnY7DdCfh7c/s1600/FATE+rpg+logo+1.jpg" imageanchor="1"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGNoN7BH5Th-4B8PaoiV4ZVUvWZSy3Pnh29WMjHh-1gVvpRWzYY3pUs6gBvGyEI9G5NhkfIwKU_Niw5a_lrGAylD4J8qFt5-KxDRLRF50aD1v1rC-p2gl8tKfL7d2h-2oOvnY7DdCfh7c/s320/FATE+rpg+logo+1.jpg" width="320" /></a></div>
Hey, so this is very cool: <b><a href="http://rpg.net/">RPG.net</a></b> user <a href="http://forum.rpg.net/member.php?91842-thecosmicgoose" target="_blank"><b>thecosmicgoose</b></a>&nbsp;has extracted the OGL bits from <i><b><a href="http://www.arcdream.com/zencart/index.php?main_page=product_info&amp;cPath=13&amp;products_id=42&amp;zenid=4ahgot4uq8qfb7ef50978n5pq5" target="_blank">The Kerberos Club (FATE Edition)</a></b></i> and made a system-reference document out of it. Now, admittedly, it's basically two chapters from the book with all the non-OGL stuff excised, so it's not exactly pretty, but hey, what do you want? No doubt the it'll be subject to some prettification later, and by someone other than me, because man, I do not know what I'm doing on that front.<br />
<br />
Anyway, <a href="https://dl.dropbox.com/u/107410103/strangefateSRD.pdf" target="_blank"><b>the SRD is here</b></a>. Check it out and have at it!]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Arc Dream</category>
            <pubDate>Wed, 31 Oct 2012 06:43:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-386589597149051633</guid>
        </item><item>
            <title>[Atomic Robo] Playtest Round 3 Is Now</title>
            <link>http://spiritoftheblank.blogspot.com/2012/10/atomic-robo-playtest-round-3-is-now.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAPxFWau8wuNTSTq5xNVhZ2DH68ahUtzUV_lVz9yzjtvTC8IZNvfr0aYIKB7yy3KwdC2ONnZ3vdTJNWZJnXfixiPfAwtEo1q3SSTQqOGM1gx2Knio4AtwjoxdvQcH_UpiasrfZM4y_OiA/s1600/robo+round+three.png" imageanchor="1"><img border="0" height="289" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAPxFWau8wuNTSTq5xNVhZ2DH68ahUtzUV_lVz9yzjtvTC8IZNvfr0aYIKB7yy3KwdC2ONnZ3vdTJNWZJnXfixiPfAwtEo1q3SSTQqOGM1gx2Knio4AtwjoxdvQcH_UpiasrfZM4y_OiA/s320/robo+round+three.png" width="320" /></a></div>
At last, the time is upon us, as foretold in the scriptures. By "scriptures," I mean "this blog, a few days ago."<br />
<br />
Last night I sent out an email to the Round 3 playtesters. If you should've gotten it (because you sent in your signed Disclosure Pledge) but didn't, contact me and/or leave a comment here.<br />
<br />
For pre-existing playtesters, this revision contains some pretty significant changes -- all improvements, from where I'm sitting. Weird skill construction has been spelled out more clearly. Ditto brainstorms, plus a minor change to how they work. One of the modes lost a skill. (Guess which one!) (It's Action.) All of the sample characters have been revised. A bunch of little typos have been fixed. Terminology has been updated. A chapter on the basics of Fate Core has been included. (About time, right?) Challenges have changed <i>a lot</i>. E-Z No-Math Character Creation has been simplified even further. Etc.<br />
<br />
So yeah, it's been a pretty thorough revision. Every document got some attention to one degree or another, although the big winners were <i><b>Modes, Skills, and Stunts</b></i> and <i><b>Challenges, Contests, and Conflicts</b></i> (previously known as <i>Contests, Challenges, and Conflicts</i>). Part of this is because Fate Core is in an advanced stage of editing, which means I have a more definitive set of rules to draw from for <i>ARRPG</i>, and part of it's because we've gotten some great playtester feedback to incorporate. By "great," I mean consistent -- the commentary has been pretty uniform overall, which makes it easy to know what needs work.<br />
<br />
In other words, thanks to all you playtesters who've gotten back to me with comments! Even though I haven't replied to all of you, because I'm just one put-upon man and you are <i>legion</i>, rest assured I read your emails and appreciate you taking the time to send them. Keep it up!<br />
<br />
<b>UPDATE:</b> If you're not part of the playtest yet, it's not necessarily too late. <a href="https://www.dropbox.com/sh/r62mhvh4g9nczyd/D0BOnfCzWg" target="_blank">Download this</a> and follow the instructions.<br />
<br />
Speaking of playtesting: <b>Morgan Ellis</b>, friend of the blog, <i>ARRPG</i> collaborator, and my platonic Fate-mate (starting to rethink that phrase now), is still looking for a couple of players for an ongoing <i>ARRPG</i> playtest campaign in the Los Angeles area. If you want in on that and you're cool -- what am I saying! Of <i>course</i> you're cool. You're reading <i>this</i>, aren't you? Anyway, <a href="https://twitter.com/mc_ellis" target="_blank">get in touch with him</a> if that's you.]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Wed, 24 Oct 2012 15:00:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-4229183240295997350</guid>
        </item><item>
            <title>[Atomic Robo] Playtest Round 3 Postponed!</title>
            <link>http://spiritoftheblank.blogspot.com/2012/10/atomic-robo-playtest-round-3-postponed.html</link>
            <description><![CDATA[<div>
</div>
<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgN01QSnzDL09yVCtq0VuFGIE_WZF53uEkcFYrEN2sk-IFdtOpred-blt_-JhV5R5Q7KNvz1NdfJomug3-_cyTKZrRtpjG1E9mpyinEHLdDDNZJec3xxp1QHBE7GpWYXdlgsgJtZjVHKTI/s1600/robo+tex.jpg" imageanchor="1"><img border="0" height="157" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgN01QSnzDL09yVCtq0VuFGIE_WZF53uEkcFYrEN2sk-IFdtOpred-blt_-JhV5R5Q7KNvz1NdfJomug3-_cyTKZrRtpjG1E9mpyinEHLdDDNZJec3xxp1QHBE7GpWYXdlgsgJtZjVHKTI/s400/robo+tex.jpg" width="400" /></a></div>
<br />
Heya, folks. Sorry to disappoint, but seeing as how it's Saturday night, I think I can safely say that I'm going to have to postpone the next round of playtesting to next week.<br />
<br />
The past few weeks have been... profoundly unproductive, for a number of reasons -- not the least of which was the lymphadenitis that laid my son low this past week. It sounds worse than it is, but you know what? It's still pretty bad! He's okay now, though, and just in time for his birthday party tomorrow.<br />
<br />
Anyway -- the Round 3 revision is pretty significant, so the additional few days' wait will definitely be worth it. <b>E-Z No-Math Character Creation</b> has been simplified even further, and I've cleared up how modes, skills, and actions are presented, which has important ramifications for other chapters as well (even if only in terms of consistency). There'll also be a chapter on "The Basics" of <b>Fate Core</b>, because it's kinda shocking there hasn't been one until now. And also other stuff. I'd rather own up to missing a self-imposed deadline than rush it.<br />
<br />
So stick with me, Action Scientists. Better news to come next week.]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Sun, 21 Oct 2012 00:23:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-2988366518962176011</guid>
        </item><item>
            <title>[Atomic Robo] Son of Playtest Updates</title>
            <link>http://spiritoftheblank.blogspot.com/2012/09/atomic-robo-son-of-playtest-updates.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaY8aUQzR1nlOhq-xXzrdYL4K4k_dKGuZks9UrmVg3-zyRHB8IjPwaMG5C1YMol4wD6w0wkt_qV3vCIS07VBBTm10ainqhNPkNskxEHMli_CG2kqS4_7tvX0YAuB5tqE5v97_Z4j0d-dk/s1600/robo+round+two.png" imageanchor="1"><img border="0" height="361" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaY8aUQzR1nlOhq-xXzrdYL4K4k_dKGuZks9UrmVg3-zyRHB8IjPwaMG5C1YMol4wD6w0wkt_qV3vCIS07VBBTm10ainqhNPkNskxEHMli_CG2kqS4_7tvX0YAuB5tqE5v97_Z4j0d-dk/s400/robo+round+two.png" width="400" /></a></div>
<br />
Good news first: Everything's comin' right along. I just finished updating the intro scenario to the most current version of the rules and will be uploading it for all you currently active playtesters out there (as opposed to the inactive ones -- maybe I should call you "Action Playtesters" and "Resident Playtesters" instead) sometime on Wednesday. Which is today, from where I'm sitting.<br />
<br />
Feedback has been very useful, so thanks for that. Most of it's along the lines of "There's a misspelled word on page four!" but hey, that stuff's important too, so it's all good. More of that and everything else, please. Keep it coming. You're helping make a better game.<br />
<br />
Requests for a better character sheet have been heard. Unfortunately, they've been heard by <i>me</i>, but still I think what I have here is a definite improvement. I'm not saying it's the end-all-be-all or anything -- just that I like it more than the last one. I'll be uploading it (with a side of PCs) shortly after the intro scenario. If <i>you</i> have an <i><b><a href="http://atomicroborpg.com/" target="_blank">Atomic Robo</a></b></i> character sheet you've made for your playtesting group, or just because you like making character sheets, send it my way. (Unless you've already done that, in which case thanks for having done that.)<br />
<br />
The bad news isn't really all that bad, but: I'm pushing Round 3 back by a couple weeks. Initially, I'd expected to time it with <b><a href="http://www.bigbadcon.com/" target="_blank">Big Bad Con</a></b>, but owing to a few factors, including a totally unproductive first experience at <b>SoCal Smackdown</b> (...), I'm going to hold off. For one, I'd like to be able to incorporate a bit more playtester feedback, from home playtest groups and the Big Bad Con playtests. From my perspective, there's no rush to fix some desperately broken rule, so better to take more time on Round 3 and put out a more complete playtest packet rather than make you pick out subtle differences between the two versions like some overly wordy activity out of <i><b><a href="http://www.highlights.com/media/pdf-hfcsite-prod/HFC8sample.pdf" target="_blank">Highlights for Children</a></b></i>.<br />
<br />
Now, if you're in Round 3, which is a lot of you, but I guess you don't know it yet because I haven't told you, you're probably like, "Aw shucks." But don't be like that, because when you <i>do</i> get called up, you'll have a tighter, more complete game to play around with. I dunno. Sounds pretty good to me. Expect to see an announcement for that in mid-October.<br />
<br />
And if you're reading this going, "What the what?" don't just go like that -- <b>get in on the next round of the playtest</b>. I expect it'll run through the end of October, so <a href="https://www.dropbox.com/sh/r62mhvh4g9nczyd/D0BOnfCzWg" target="_blank">there's still time to sign up</a>. Science needs you!]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Wed, 26 Sep 2012 15:00:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-6994073466644638183</guid>
        </item><item>
            <title>[Atomic Robo] Playtesting at SoCal Smackdown</title>
            <link>http://spiritoftheblank.blogspot.com/2012/09/atomic-robo-playtesting-at-socal.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOrIyqK6TG6jkTstDtwMYTCPE1t7rZxxBmQN52IBat_LQtUjQOt7Plaxd-11Hy0bTC-w37_4ZGyfnNxqMDShQdF-PHMGgI9ojsWmVmpF8MKgxoB9NuP1ZRoE9N3xtxle3CBwBIMRu_zQ/s1600/Smackdown_Logo_2012.png" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOrIyqK6TG6jkTstDtwMYTCPE1t7rZxxBmQN52IBat_LQtUjQOt7Plaxd-11Hy0bTC-w37_4ZGyfnNxqMDShQdF-PHMGgI9ojsWmVmpF8MKgxoB9NuP1ZRoE9N3xtxle3CBwBIMRu_zQ/s320/Smackdown_Logo_2012.png" width="267" /></a></div>
<br />
So hey! This weekend I'll be running <i><b><a href="http://atomicroborpg.com/" target="_blank">Atomic Robo</a></b></i> at <a href="http://socalsmackdown.com/" target="_blank">SoCal Smackdown</a>&nbsp;at the <b>Anaheim Convention Center</b> in beautiful-ish Anaheim, California. You may recognize Anaheim as the home of <b>Disneyland</b>, <b>California Adventure</b>, and fleeing suspects being shot in the back by local PD. Yes, you read that right! <i>Disneyland!</i><br />
<i><br /></i>
I'll be there Friday and Sunday nights at 7:00 pm, so come on out. If you played <i>ARRPG</i> at <b>Gateway</b> or <b>GenCon</b> or wherever, this will be an <i>entirely different scenario</i>. Not only will we be playtesting the most current iteration of the rules, but I'm also taking the weird character and extras rules out for a spin.<br />
<br />
In addition to a few proto-PCs -- they have just info provided in to start playing, but plenty of blanks for you to make them your own during play -- there'll also be a couple weird characters up for grabs:<br />
<br />
<ul>
<li>Henry, a rogue Helsingard warbot fighting its inherited impulses who's joined Tesladyne to atone for its creator's/clones' sins, and</li>
<li>Jenkins. <i><b>Jenkins.</b></i></li>
</ul>
<div>
Either or both should make for an especially interesting playtest -- especially if we have both of them in play. If you've read the <b>Extras</b> chapter in the playtest docs, that would make things... well, I'm just going to say "interesting" again.</div>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Fri, 21 Sep 2012 02:16:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-3018808563514340415</guid>
        </item><item>
            <title>[Atomic Robo] Round 2 -- Play!</title>
            <link>http://spiritoftheblank.blogspot.com/2012/09/atomic-robo-round-2-play.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFEHfhcwXozQR2tKAn0iiHAw1MlQjQLTZROqXGb-pfeqkK1PD1OJF7p9CckTgLdEzDF1TCwN64r6E0yHlxt1CU7CFTDSwdLC8DnD7tPT6DWMwfvJgS3_pQKnQtpF4Z7xr4HvsNDB_Vxik/s1600/robo+a+lot+to+absorb.png" imageanchor="1"><img border="0" height="315" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFEHfhcwXozQR2tKAn0iiHAw1MlQjQLTZROqXGb-pfeqkK1PD1OJF7p9CckTgLdEzDF1TCwN64r6E0yHlxt1CU7CFTDSwdLC8DnD7tPT6DWMwfvJgS3_pQKnQtpF4Z7xr4HvsNDB_Vxik/s400/robo+a+lot+to+absorb.png" width="400" /></a></div>
<br />
Hey, so last night, as recklessly promised, the next round of <i><a href="http://atomicroborpg.com/" target="_blank"><b>Atomic Robo</b></a></i> playtesting begun. If you got an email about it, that's you. Get to work!<br />
<br />
Round 1-types, I'll send you an email today as part of our weekly check-in, but the revised playtest docs are up now if you want to download 'em. Everything labeled "Sept v2" is new or has been changed; everything else -- a ground total of one document -- is the same.<br />
<br />
I'll go into the revisions in more detail in the email, but for those of you watching from the sidelines or still sitting on the bench waiting to get into the game (soon, I promise!), here's a short list of what's changed/new:<br />
<ul>
<li>Aspects chapter</li>
<li>Extras chapter</li>
<li>Challenges in general</li>
<li>Hypothesis Challenges in particular -- they're not even called that anymore!</li>
<li>Stress</li>
<li>Skill terminology</li>
<li>GM's fate point budget</li>
<li>And much, much more!</li>
</ul>
<div>
I'm excited about the changes and new stuff, myself -- I think it's already a much-improved game, thanks to playtester input, and it'll only get better from here.<br />
<br />
And if <i>you </i>want to get in on the playtest, it's not too late! <a href="https://www.dropbox.com/sh/r62mhvh4g9nczyd/D0BOnfCzWg" target="_blank">Click here!</a> Follow instructions! Remain calm! Trust in Science!</div>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Mon, 17 Sep 2012 15:00:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-70878707747029854</guid>
        </item><item>
            <title>[Atomic Robo] Playtest Updates</title>
            <link>http://spiritoftheblank.blogspot.com/2012/09/atomic-robo-playtest-updates.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPEk-rT_DNTB_7sDhUu70s1pL-Tz018CY2tgs3mTEkn8ZbeE2pF-lUwqQckkvOlDSMk5CYYSqqaZcy1Sm_Xb3zL8o7OFd5U85tFLxLFEUe4CHadoQrv8CsaG0zeLilBIkSrt-z2hKd4yw/s1600/roborientation.png" imageanchor="1"><img border="0" height="145" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPEk-rT_DNTB_7sDhUu70s1pL-Tz018CY2tgs3mTEkn8ZbeE2pF-lUwqQckkvOlDSMk5CYYSqqaZcy1Sm_Xb3zL8o7OFd5U85tFLxLFEUe4CHadoQrv8CsaG0zeLilBIkSrt-z2hKd4yw/s400/roborientation.png" width="400" /></a></div>
<br />
Lots of times, I like to make this joke I stole from <a href="http://en.wikipedia.org/wiki/Peter_Schickele" target="_blank"><b>Peter Schickele</b></a> where I say "A number of people have asked me about [something-or-other], and both of them wanted to know..." etc. See, the joke is that it's not many people doing the asking, even though it doesn't sound that way at first.<br />
<br />
I cannot make this joke with <i><b><a href="http://atomicroborpg.com/" target="_blank">Atomic Robo</a></b></i>.<br />
<br />
Interest has been... high. Very high. A side benefit of this has been that I've really gotten familiar with contacts and mailing lists in Gmail. Just never needed to use 'em before! But now I really do, because as I type this -- and I'd have to check on this to make certain -- I'm pretty sure Round 3 of the playtest is full. <i>Round 3</i>. In case you're just joining this whole <i>Robo</i> discussion, I haven't even announced Round 2 yet.<br />
<br />
Now, that said: Do not despair. If you're interested in playtesting, please <i>please</i> <a href="https://www.dropbox.com/sh/r62mhvh4g9nczyd/D0BOnfCzWg" target="_blank">download the <b>Disclosure Pledge</b></a>&nbsp;and follow the instructions thereupon. These playtest rounds are like unto waves on the beach, one after another. I will get you in there somewhere.<br />
<br />
So if you've done that already and you're not in Round 1, you're probably wondering, "Well, when do <i>I</i> get to get in on this?" Here's the scoop on that.<br />
<br />
<ul>
<li>I'm in the middle of a revision right now. The game has already gotten better, thanks in part to the feedback of the Round 1 playtesters, which has been invaluable. I'm especially excited about this revision, partially due to the <b>Extras</b> chapter, which I think is pretty cool.</li>
<li>I expect to update the playtest docs this weekend. (An email will go out to the <b>Round 1</b>-types when I do.)</li>
<li>Shortly after I do that, I'll also email the <b>Round 2</b>-types. So: to more definitively answer your question, <i><b>this weekend</b></i>. That's the Mike Olson Guarantee.</li>
<li><b>Round 3</b>, whoever you are (and there are a lot of you), I will get you guys up and running within two or three weeks. Thanks to&nbsp;<a href="http://www.bigbadcon.com/events/atomic-robo-playtest-2/" target="_blank">Morgan</a> and&nbsp;<a href="http://www.bigbadcon.com/events/atomic-robo-playtest/" target="_blank">Chris</a>, we've got a couple <i>ARRPG</i> playtests happening at <b><a href="http://www.bigbadcon.com/" target="_blank">Big Bad Con</a></b>&nbsp;the first weekend of October, and I want to make sure that everyone involved gets to experience the best version of the rules I can make available. As it happens, the timing's perfect for Round 3.</li>
<li>Assuming there is a <b>Round 4</b>, and I see no reason to believe there won't be, it'll probably begin around the middle of October. It'll also probably&nbsp;be our last round of playtesting, because we need to wrap this thing up by November at the very latest. (Originally, it was October, but the parallel development of <b>Fate Core</b>, and the resulting revisions and rethinking of <i>ARRPG</i>, kinda messed with that a bit. Fate Core's awesome, by the way.)</li>
</ul>
<div>
For the record, even though I said I'd only be taking 20 groups in Round 1, I took... more. And even though one could reasonably assume I'd only earmark another 20 groups for Round 2, I've earmarked... more. Because I'm a big softie and have a hard time saying no to <i><a href="http://atomic-robo.com/" target="_blank">Atomic Robo</a></i> fans.</div>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Fri, 14 Sep 2012 05:00:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-7277225923985873494</guid>
        </item><item>
            <title>[Atomic Robo] Public Playtest, Round 1</title>
            <link>http://spiritoftheblank.blogspot.com/2012/08/atomic-robo-public-playtest-round-1.html</link>
            <description><![CDATA[Okay, here we go.<br />
<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlfx4W92QJxreYraC6V7kisLW9DZ-N2miBGaykgMXPXlC1ocsJHuYIvNXsjE5AaPSi9-uuLWbJVTKSQYnG2f6ZrSVYOXYXh3YRSAIMflx1Hfg6eQxPpFIFwfDEKZy27YF55038B6WyEzY/s1600/tesladynelogoalpha.png" imageanchor="1"><img border="0" height="238" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlfx4W92QJxreYraC6V7kisLW9DZ-N2miBGaykgMXPXlC1ocsJHuYIvNXsjE5AaPSi9-uuLWbJVTKSQYnG2f6ZrSVYOXYXh3YRSAIMflx1Hfg6eQxPpFIFwfDEKZy27YF55038B6WyEzY/s320/tesladynelogoalpha.png" width="320" /></a></div>
<div>
<b>Behold, an ordinary playtest!</b></div>
<br />
If you want to be a part of the <i><b>Atomic Robo: The Roleplaying Game</b></i> playtest -- and I think I know you enough to say that yeah, <i>you do</i> -- simply follow these steps:<br />
<ol>
<li>Ask yourself, "Am I going to have a chance to actually experience this with a group of players in the next few weeks and provide feedback?" If your answer is "Yes," proceed.</li>
<li><a href="https://www.dropbox.com/sh/r62mhvh4g9nczyd/D0BOnfCzWg" target="_blank">Download a copy of the disclosure pledge.</a></li>
<li>Read and sign it (typing your name on the signature line is enough to acknowledge you've read the pledge and agree to abide by it; no need to put your actual John Hancock on this thing).</li>
<li>Email your signed pledge to the email address indicated on the pledge. The subject line should say "ARRPG Pledge."</li>
<li>Remain calm and trust in Science.</li>
<li>Once we have your signed pledge, you'll be sent a link where you can download the current playtest documents.</li>
</ol>
<div>
The playtest will take place in multiple rounds, and is expected to run through October. This first round of the playtest will include only <b>20 groups</b>. If you don't make it in, don't sweat it -- the next round will start within a few weeks. We fully intend to include everyone who's able to make a serious commitment to playtesting.</div>
<div>
<br /></div>
<div>
And remember, if you're going to be at <a href="http://strategicon.net/" target="_blank">Gateway</a> or <a href="https://www.facebook.com/events/419507928106990/" target="_blank">Dragon*Con</a>&nbsp;this weekend, you'll have a chance to playtest there as well.</div>
<div>
<br /></div>
<div>
On a personal note, I hope you're all as excited as I am about all of this. I mean, I kinda already know you're not, but if you're even <i>approaching</i> my level of excitement, this is going to be a fun time. The playtests at <b>GenCon</b> were really solid, and the rules have only gotten better and tighter since then. It's only going to improve going forward, and that's largely going to be because of playtesters like you. So thanks, and let's do this!<br />
<br />
<b>UPDATE:</b>&nbsp;The interest level has been... well, I don't want to say "overwhelming," but it's right up there. As of 8/31, I have all the Round 1 playtesters I need. But! <b>Round 2 still has plenty of room.</b> Please keep 'em coming! Science needs you!</div>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Thu, 30 Aug 2012 05:20:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-1016182085156710046</guid>
        </item><item>
            <title>[Atomic Robo] GenCon Playtesters</title>
            <link>http://spiritoftheblank.blogspot.com/2012/08/atomic-robo-gencon-playtesters.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfqHUXwN8pEEJlgSqaxv-HOMRzxPkuamNy39waHoBeMRFvx2EorbpxjkmaXZNhVyzDc5mmPSExzcZcw1VuBVVANOtobkJJO7JU_mHU5kZnsz74d46StoOVrtVpjUXjqpBd0w4AJJcK8rU/s1600/Atomic-Robo-Coming-Soon-Logo.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfqHUXwN8pEEJlgSqaxv-HOMRzxPkuamNy39waHoBeMRFvx2EorbpxjkmaXZNhVyzDc5mmPSExzcZcw1VuBVVANOtobkJJO7JU_mHU5kZnsz74d46StoOVrtVpjUXjqpBd0w4AJJcK8rU/s1600/Atomic-Robo-Coming-Soon-Logo.jpg" /></a></div>
Hey everybody. I'm just putting this post up here so when I tell the <i><b>ARRPG</b></i> playtesters at <b>GenCon</b> to come by the blog and leave a comment, they'll land here and feel special.<br />
<br />
<b>Playtester-types:</b> I welcome your comments. You'll have talked to me or your duly appointed <i>ARRPG</i> GM about your feelings on the game, but if you want to say anything else, good or bad, this is a place to do so.<br />
<br />
<b>Everyone else:</b> You can just read this and, I dunno, be jealous, I guess.]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Fri, 17 Aug 2012 01:47:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-2158048633676393715</guid>
        </item><item>
            <title>[ARRPG] Atomic Robo at Gateway!</title>
            <link>http://spiritoftheblank.blogspot.com/2012/08/arrpg-atomic-robo-at-gateway.html</link>
            <description><![CDATA[<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfqHUXwN8pEEJlgSqaxv-HOMRzxPkuamNy39waHoBeMRFvx2EorbpxjkmaXZNhVyzDc5mmPSExzcZcw1VuBVVANOtobkJJO7JU_mHU5kZnsz74d46StoOVrtVpjUXjqpBd0w4AJJcK8rU/s1600/Atomic-Robo-Coming-Soon-Logo.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfqHUXwN8pEEJlgSqaxv-HOMRzxPkuamNy39waHoBeMRFvx2EorbpxjkmaXZNhVyzDc5mmPSExzcZcw1VuBVVANOtobkJJO7JU_mHU5kZnsz74d46StoOVrtVpjUXjqpBd0w4AJJcK8rU/s1600/Atomic-Robo-Coming-Soon-Logo.jpg" /></a></div>
Did you know that <a href="http://strategicon.net/" target="_blank"><b>Gateway</b></a> is just a scant two weeks after <a href="http://gencon.com/" target="_blank"><b>GenCon</b></a>? I feel like that can't possibly be the case! And yet it is. If you're going to be some combination of a) there, b) wanting to play <i><b><a href="http://atomicroborpg.com/" target="_blank">Atomic Robo</a></b></i>, and &nbsp;c) available Friday night, Saturday afternoon, or Saturday night, come on down and playtest.<br />
<br />
These playtests will no doubt benefit from <i>ARRPG</i> having been through the wringer at GenCon, so odds are quite good that the rules will be all the better for it. Plus, the public playtest will have started by then, so people may even show up familiar with them before coming to the table. Imagine that!<br />
<br />
Here's the extremely non-committal blurb, in case something horrible happens at GenCon and I need to ditch the intro scenario I've planned:<br />
<blockquote>
Come playtest <i>Atomic Robo: The Roleplaying Game</i>, currently in development and due for release from Evil Hat Productions in early 2013. <i>ARRPG</i> is based on Fate Core (also currently in development!). New to Fate? No problem. No familiarity with either Fate or higher-dimension mathematics is required. Just remain calm, trust in Science, and roll those dice.</blockquote>
(As you can see, I tend to return to the same gags over and over again.)<br />
<br />
I'm running the Friday night and Saturday night games, and a friend who shall remain nameless is running the Saturday afternoon game. No matter what game you play in, though, you'll have a good time.<br />
<br />
<b>Event pre-registration begins tomorrow, August 11th at noon-ish.</b> If history is any guide, these games will fill up fast, <a href="http://strategicon.net/index.php?goto=event_reg" target="_blank">so get on it</a>!]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Sat, 11 Aug 2012 05:10:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-93966250793936790</guid>
        </item><item>
            <title>[Fate Core] Men's 100pg Hurdles</title>
            <link>http://spiritoftheblank.blogspot.com/2012/08/fate-core-mens-100pg-hurdles.html</link>
            <description><![CDATA[<table align="center" cellpadding="0" cellspacing="0"><tbody>
<tr><td><a href="http://images.mirror.co.uk/upl/dailyrecord3/jul2012/0/0/olympic-rings-rise-up-in-the-stadium-during-the-london-2012-olympics-opening-ceremony-403577260.jpg" imageanchor="1"><img border="0" height="222" src="http://images.mirror.co.uk/upl/dailyrecord3/jul2012/0/0/olympic-rings-rise-up-in-the-stadium-during-the-london-2012-olympics-opening-ceremony-403577260.jpg" width="320" /></a></td></tr>
<tr><td><i>Pictured: My office.</i></td></tr>
</tbody></table>
As of... <i>now</i>, the <b><a href="http://www.faterpg.com/about-fate-core/" target="_blank">Fate Core</a></b> chapters I was assigned to revise and/or rewrite have been sent off to Camp First-Round-Edits. They'll be back before the end of the month. I'll miss them, but at the same time it's good to have them out of the house.<br />
<br />
So that's one hurdle hurdled, then. Whew! What a relief. Now I can just relax.<br />
<br />
Except that before I get on a plane for Indianapolis a week from tomorrow, I still have to bring&nbsp;<a href="http://atomicroborpg.com/" target="_blank">ARRPG</a>&nbsp;up to the new specs, devise and/or revise an <i>ARRPG</i> scenario, make proto-characters for said scenario, figure out the rest of my <i><b><a href="http://arcdream.com/home/?p=897" target="_blank">Kerberos Club (FATE Edition)</a></b></i> scenario, make a few pre-gens for <i>that</i> scenario, and... I dunno... pack, I guess. And for all I know, my Fate Core chapters could come back to haunt me before <b>GenCon</b>, too. So while it's nice to have met a goal more or less on time, it's just one hurdle of many over the next couple weeks.<br />
<br />
Incidentally, <a href="https://twitter.com/devlin1/status/232502807821946881" target="_blank">I made mention on Twitter</a> of a way-too-long sample magic system I wrote for a Fate Core chapter that's already been removed for being, well, way too long. But assuming it doesn't turn out to be the late-night rantings of a freelance writer working on a sleep deficit, it'll see the light of day somehow or other. Might be here on this blog, might be part of a supplemental Fate Core PDF. I dunno yet.<br />
<br />
Don't sweat it too much, though. It's not some revelatory thing you can't live without. It's just an example of how to use elements of Fate Core to make a magic system for your game. I mean, I hope you like it and everything, but there's no need to batter down my door to get it. My office is noisy enough as it is.]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Tue, 07 Aug 2012 18:12:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-977704921762241127</guid>
        </item><item>
            <title>[Atomic Robo] Minor Repairs</title>
            <link>http://spiritoftheblank.blogspot.com/2012/08/atomic-robo-minor-repairs.html</link>
            <description><![CDATA[<div>
</div>
<br />
<div>
<a href="http://www.atomic-robo.com/wp-content/uploads/gurihiru_tesla.jpg" imageanchor="1"><img border="0" height="121" src="http://www.atomic-robo.com/wp-content/uploads/gurihiru_tesla.jpg" width="400" /></a></div>
<br />
Good news, everyone! Turns out the aftershocks from <b>Fate Core Rules-Quake '12</b> weren't as severe for <i><b><a href="http://atomicroborpg.com/" target="_blank">ARRPG</a></b></i> as I'd originally feared. I mean... they were still pretty serious. We lost a whole <i>thing</i>. But it looks like everything's working out pretty well, skill-wise. It's probably even an improvement, actually.<br />
<br />
Let me elaborate on that, because you're probably all, "Hey, could you be <i>less specific</i> about the <i>thing</i> in question?" But, like, in a sarcastic way.<br />
<br />
So I'm pretty sure I've mentioned before (<a href="http://spiritoftheblank.blogspot.com/2012/05/atomic-robo-bear-swarm-podcast.html" target="_blank">at least once</a>) that, in <i>ARRPG</i>, there are these things called <b>modes</b>. You can think of modes as thematic bundles of skills that reflect broad areas of competence. Action is a mode. Science is a mode. Modes make on-the-fly character creation easy, because they don't require you to make a decision for every single skill your character has.<br />
<br />
Prior to yesterday, there were a total of five standard modes (among them, Action and Science). Now there are but four. When you make a character, you pick (and rate) three modes. With only four standard modes to pick from, however, what you're <i>also</i> doing (as Fred has pointed out) is deciding which of the modes just isn't important for your character.<br />
<br />
Why was this done? A number of reasons -- so many, in fact, that when I wrote them all out I was surprised by how compelling they all were <i>en masse</i>. But the most practical reason is the math.<br />
<br />
There are two ways to make a character in <i>ARRPG</i>. One involves making choices. The other involves some simple math. Neither method is better than the other, but the choice-making one is simpler in practice than the math-doing one (an important difference when making a character during play). The thing that makes that no-math one work, though, is the math going on behind the scenes. Thanks to a certain change in the Fate Core rules, that math wasn't working out anymore, which had the potential to be a pretty serious issue.<br />
<br />
<i>What with one thing and another,</i> the way to fix this issue was to cut one of the modes. Actually, it's probably more accurate to say that two modes have been merged, but... not that much more accurate, to be honest. Regardless, in the process each of the remaining modes has been made a little more distinct, which is a good thing. (Except Science. Science has experienced no change whatsoever. Science don't care.)<br />
<br />
If you're wondering how four themed skill-bundles can possibly reflect everything that, say, <b>Atomic Robo</b> does, or <b>Dr. Dinosaur</b> purports to do, the answer is simple: They don't! Those four modes are just the standard modes, but there are other modes -- <b>weird modes</b> -- that you can make yourself.<br />
<br />
I'm not going to get into all that now, though. I have a literal ton of work to do. (Not literally.)]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Wed, 01 Aug 2012 17:03:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-7484304774717449427</guid>
        </item><item>
            <title>[Greyhawk] Magic Resistance</title>
            <link>http://spiritoftheblank.blogspot.com/2012/07/greyhawk-magic-resistance_28.html</link>
            <description><![CDATA[Spirit of Greyhawk has been proceeding slower than I’d like, though it is still occurring! Now that most of the larger blocks of mechanics have been translated, the challenge has been to keep the Fate’s design fractal intact as I get the point of “filling in the blanks”. In other words, I’ve been trying to avoid creating new mechanics in SoG, even if the source material did.<br /><br />My most recent instance of this fractal challenge has been Magic Resistance and consistency with Armor.<br /><br />In the source material, Magic Resistance and Armor effectively do the same thing--make the possessor harder to hit. The distinctions between them are what's being used for the attack and the specific mechanic for that determination. So the attacker has to roll to hit then if the hit is successful, only then do you take damage into account. Neither provides a reduction in damage--only a reduction in the <b>chance </b>of taking damage.<br /><br />SoG already reflects that Armor reduces the number of shifts of damage done, which seemed important as degree of success and damage are linked to the same roll in the Fate mechanic. While inconsistent with SoG’s source material, it has playtested pretty well. Stated differently, I don’t like the source material’s mechanic for “Armor Class” enough to translate it into Fate as is.<br /><br />My initial take on Magic Resistance was more consistent with the source material: an additional chance that a magic effect has no impact. Initially I felt it was necessary to bring this assumption over intact because in the world of Greyhawk, the great consensus is that a 20% resistance has as much chance to resist a 1st level spell as it does a 3rd level spell. It turns out that this is not an entirely accurate assumption--in order to play the game as it was written, Magic Resistance is adjusted up or down depending upon the level of the spellcaster (DMG, p. 228)<br /><br />Reviewing that definition for Magic Resistance gave me the following assumptions about how it acts in the gameworld:<div>
<br />&nbsp; - Magic Resistance is separate from Saving Throw (i.e., opposed skill roll).<br />&nbsp; - Magic Resistance can negate a magic effect BEFORE any opposed skill roll is rolled.<br />&nbsp; - More powerful magic users can reduce or entirely offset the value of the magic resistance.<br />&nbsp; - Magic Resistance is more effective against less powerful magic users.<br /><br /><div>
So for me there was a decision point in translation: <b>Accuracy</b> or <b>Consistency</b>?<br /><br />Here’s two different ways it might be handled in Fate. One is more accurate to the source material and one is more consistent (fractal) with existing mechanics.<br /><div>
<br />
<h1>

“More Accurate” Magic Resistance</h1>
<h2>

Translating the Magic Resistance Value</h2>
The source material is expressed in the source material as a percentage.&nbsp; The defender must then roll that value or less.&nbsp; To turn that into a 4dF difficulty that must be met or exceeded (as per the normal SotC mechanic), you could do the following:<br />
<blockquote>
10% Magic Resistance is +4<br />
20% Magic Resistance is +3<br />
30% Magic Resistance is +2<br />
40% Magic Resistance is +1<br />
50% Magic Resistance is 0<br />
60% Magic Resistance is –1<br />
70% Magic Resistance is –2<br />
80% Magic Resistance is –3<br />
90% Magic Resistance is –4<br />
100% Magic Resistance is -5</blockquote>
This means that in its most basic form, something with 80% Magic Resistance must roll -3 or better on 4dF in order to resist the magical effect.<br />
<br />
<h2>

Basic Rule</h2>
When a magic effect impacts something with Magic Resistance, the defender rolls the dice TWICE:<br />
<blockquote>
The first die roll is to determine if Magic Resistance cancels the magical effect.&nbsp; If Magic Resistance does not work then the defender rolls again...<span>&nbsp;</span></blockquote>
<blockquote>
The second die roll (if the defender’s Magic Resistance fails) is for the defender’s Opposed Skill Roll.</blockquote>
The defender rolls the 4dF and if the roll MEETS or EXCEEDS the difficulty the defender is immune to the magic effect.<br />
<br />
You could accomplish a similar effect by only rolling dice a single time and then translating that roll in those two contexts, but it didn’t seem to have the right “feel”.<br />
<br />
<h2>

Adjusting Magic Resistance</h2>
The skill of the caster has an effect on a defender’s Magic Resistance.&nbsp; To be consistent with the source material (again, DMG, p.228) and some of the other general assumptions that SoG makes about levels of skill/power, adjust the Magic Resistance (as above) by the following rule:<br />
<blockquote>
<em>Subtract 5 from the power of the Magical Effect and apply the difference to the Magic Resistance’s "difficulty".</em></blockquote>
<strong>Examples:</strong><br />
<blockquote>
Spell Power +3 - (5) = -2 to the difficulty (makes it less difficult to resist)<br />
Spell Power +6 - (5) = +1 to the difficulty (makes it more difficult to resist)</blockquote>
So putting it all together you’d have the following scenario:<br />
<blockquote>
Defender has a “base” 10% Magic Resistance, which means rolling +4 (or better) on 4dF.<br />
Defender is targeted by a spell with a power of +4, which then adjusts the defender’s Magic Resistance to be:<br />
+4 (Spell Power) - 5 = -1 modifier to the Magic Resistance of +4 = +3 or better must be rolled.<br />
Defender rolls +2 on 4dF, so Magic Resistance doesn’t work and then the Defender rolls his Opposed Skill Roll (as per normal).</blockquote>
<br />
<h2>

The Bottom Line</h2>
Though this feels like a fairly accurate translation, I don’t think it’s playable “enough”.<br />
<br />
<h1>

“More Consistent” Magic Resistance</h1>
Going to back a previous statement, there’s the gameworld assumption that Magic Resistance is similar to mundane Armor.&nbsp; So this translation considers Magic Resistance consistent with Armor, just used against magical effects instead of mundane attacks.<br />
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<h2>

Translating Magic Resistance</h2>
A closer translation of Fate Shifts to a 100% scale, means that each shift is worth between 15% and 20%.&nbsp; For ease of translation, let’s stick with using 20% = +1 shift. <br />
<blockquote>
+1 Magic Resistance equates to Magic Resistance 1% to 20%.<br />
+2 Magic Resistance equates to Magic Resistance 21% to 40%.<br />
+3 Magic Resistance equates to Magic Resistance 41% to 60%.<br />
+4 Magic Resistance equates to Magic Resistance 61% to 80%.<br />
+5 Magic Resistance equates to Magic Resistance 81% to 100%.</blockquote>
By virtue of Fate's different level of granularity, there’s a bit of a fudge factor there especially in the 81% and up range, but I think it’s balanced out during play (see below).&nbsp; So the reduction in shifts of effect is not entirely accurate with source material, it is more consistent with the changes that were made to mundane armor.<br />
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<h2>

Basic Rule</h2>
Magic Resistance applies the shifts in the same way as armor protects from mundane attacks.<br />
<strong>Example:</strong><br />
<blockquote>
A creature with Magic Resistance listed in the source material as 40% (worth +2 in SoG) is attacked by a spell generated by a Wizard with a Magic skill of +4. <br />
The Wizard casts the spell, the player rolls 4dF and gets +1 for a total of:&nbsp; Skill (Magic +4) + Dice (4dF, +1) = Magical Power of +5<br />
The creature has an opposing skill (let's say Willpower) of +2 and rolls +2 on 4dF.&nbsp; Including the Magic Resistance, the opposed result is:&nbsp;&nbsp; Skill (Willpower +2) + Dice (4dF, +2) + Magic Resistance (+2) = +6<br />
The creature's +6 is greater than the Magical Power of +5 and the spell has no effect on the creature.</blockquote>
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<h2>

The Bottom Line</h2>
Though this translation allows for a reduction of magic effect (which doesn't exist in the source material), it is still consistent with what I think is the more important gameworld assumptions, is consistent with mundane armor and avoids the creation of another modified mechanic.</div>
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            <author> no_email@example.com (Anonymous)</author>
            <category >armor</category>
            <pubDate>Sun, 29 Jul 2012 03:53:00 GMT</pubDate>
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            <title>A Double Whammy of Fate</title>
            <link>http://spiritoftheblank.blogspot.com/2012/07/a-double-whammy-of-fate.html</link>
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<a href="http://ritepublishing.com/images/435_FateLogo.jpg" imageanchor="1"><img border="0" height="153" src="http://ritepublishing.com/images/435_FateLogo.jpg" width="320" /></a></div>
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So. Lots of stuff going on. Eventful!</div>
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Here's the news: What with one thing and another, <b>Fred Hicks</b> asked if I'd be willing to help <b>Lenny Balsera</b> (along with <b><i><a href="http://galileogames.com/bulldogs-fate/" target="_blank">Bulldogs!</a></i></b> co-author <b>Brian Engard</b>) with the development of Fate Core. Uh, yes. Obviously. I want to go to there.</div>
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Initially the idea was that I'd let up on <i><b><a href="http://atomicroborpg.com/" target="_blank">Atomic Robo</a></b></i> for a few weeks and get back to it in a big way after <b>GenCon</b>. This would've pushed <i>ARRPG</i> back about a month, but whatever -- as long the delay wasn't going to stem directly from me, I was fine with it.</div>
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But it became clear pretty quickly that the changes in Fate Core that'd prompted Fred to reach out to Brian and me in the first place are simply too significant for <i>ARRPG</i>, in its current state, to escape unscathed. If I were to leave <i>ARRPG</i> as-is, the GenCon playtests would be... less than productive. They'd still be good for buzz and hype and all that, but the playtesters probably wouldn't be contributing to its development. And that's not really an option, from my perspective.</div>
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What to do? We can't cancel those playtests. I don't want playtests that aren't actually playtests. Nope. The only way out is through.</div>
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To that end, I'm now going to be working on both projects simultaneously, incorporating as many of the changes to Fate Core as possible into <i>ARRPG</i> before getting on that plane to Indy. If you playtest <i>ARRPG</i> at GenCon, know that you'll also be among the first, for all intents and purposes, to playtest Fate Core.&nbsp;</div>
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You're probably asking, "What are these changes to Fate Core that are affecting Robo so significantly?" No? You weren't asking that? Well, I'll just proceed as if you were. I'm not going to go into that here, because both games are still in development, but I will say that Lenny's taking a really cool, inspired new direction with Fate I really like. And if I like it, it's gotta be good, right?&nbsp;</div>
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To paraphrase Philip J. Fry, "Don't you worry about Fate Core. Let <i>me</i> worry about blank."</div>
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Anyway. I'm still figuring out just how much <i>ARRPG</i>'s going to feel all this. I suspect it might not require a ground-up redesign of some fundamental subsystems. I also suspect I may be wrong about that. But whatever -- it's all good. I'm up for it. My duties on Fate Core involve writing/re-writing about half the book, so rest assured I'll be at the epicenter of this thing from start to finish.</div>
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<b>TL;DR:</b> I'm also working on Fate Core now in addition to <i>Atomic Robo</i>. It's going to be awesome. See you at GenCon.</div>
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<b><i>In the meantime,</i></b> go back <a href="http://www.kickstarter.com/projects/evilhat/race-to-adventure-a-spirit-of-the-centurytm-board" target="_blank">Race To Adventure!</a></div>]]></description>
            <author> no_email@example.com (Mike Olson)</author>
            <category >Atomic Robo</category>
            <pubDate>Tue, 24 Jul 2012 15:00:00 GMT</pubDate>
            <guid isPermaLink="false">tag:blogger.com,1999:blog-4491933635924780786.post-1271097982415871576</guid>
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