I am re-reading the Fate book and you really Helped me to confirm the information i gathered is correct. This sort of video is truly helpful to non-Native English speakers, given the slight abstract and interpretative nature of the System itself, given the book cannot give rows of examples because of the Print space limit a slight different take on it is very clarifying. I just Cannot wait for the Stunts explanation Video, their usage and limitation that i should impose as a Gm is a little.. confusing. Great video
Thank you for this video, My dm just dumped the rule book in my lap as well as another book and this honestly helped me get to grips with it before opening the kind of worrying sized books. I have bad dyslexia and the book isn't laid out in a very friendly way in a lot of places. this helped a lot with that
I'm sorry to see that an example character was not created during this video. I really enjoyed the example setting you created in the previous Matters of Fate installment and was hoping to see another example (possibly tying into that example). Other than that, I think this was a very competent and easy to understand explanation of the character creation process and you made a good choice when you decided to put off skills and stunts to a separate video. Excellent job as always, John!
Colin Matter: I did consider doing a sample character in this video, given that the character creation process involves sharing histories with other players I didn't think me trying to create one in isolation would truly reflect on the process or add any value to the video; that said I am planning a hangout on the 16th of May at 12pm (UK time) that will take a small group (assuming I get enough people) through the process of creating characters in Fate Core.
I can understand and respect that decision. Re: getting a group together - Excellent! I would offer my services as a player, but as I'm on central time (US) it would be quite a bit too early I'm afraid. If you get desperate though, drop me a line. I'll see if there's any way I would be able to make it.
Colin Matter : That's understandable Colin, i've got one person confirmed, hoping I can get another couple for the hangout, although it's only sample character gen rather than an actual game.
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Great video. You brought it together very accurate and still easy to understand accompanied by examples given. Makes me even more eager for the may 16th.
Great video. Going to be GMing for my 13 year old son and his friend... tomorrow. I played Fate Core one time many years ago so thanks for the refresh.
I suppose it will be mentioned in a future video, but the Stress Boxes don't absorb the same amount of damage each. The first one absorbs one, the second one absorbs 2, the third one 3 and the fourth one 4. So those higher values of the Physique or Will scores will really toughen up the character with the higher Stress Boxes. Generally nobody has less than 2 boxes of each type: Physical and Mental, and no more than 4 of each type, unless using a special rules system for a setting. A few types of games can have a separate track for "Social Stress" where rank, standing and reputation are important and characters must fight off "attacks" against their reputations. One great feature of Fate is for those people who haven't picked all the Aspects or Stunts for their character. It is okay to start a game with an "incomplete" character sheet. If a player hasn't picked all 3 of their Stunts or didn't think of one of the Crossing Paths Aspects, they may suggest it in the game, often right when they need it. However, for the privilege of "pulling a rabbit out of a hat" in-game, the player must expend one of their character's Fate Points. Of course, it is better to start the game with all the Aspects, Stunts, and any Extras your character is entitled to. There are not a lot of numbers to the sheet. The Aspects, which are verbal, give broad, colourful traits to a character to drive plot-choices through the use of Invokes or Compels. Characters are not just walking around measuring up a set of skills and beating some required scores with dice-rolls. They can Invoke an Aspect: point to an Aspect, spend a Fate Point, and argue that because of it they have a special trait, an "ace in the hole" to do something or overcome a problem. However, the GM can use those same aspects to Compel a character into a complication or an "interesting" situation, and gives the player a Fate Point.
You're absolutely correct, Stress boxes will be covered in more detail in a separate video. Thanks very much for providing additional information and your interest in the video :)
Great video - it could have been a little slower with actual example for creating a character - but that's only me being lazy and not wanting to actually read the rules :D
Matters of Fate 2 - Creating a Character Some advice and a walkthrough of the Fate Core character creation process: th-cam.com/video/h43qO6c8dlM/w-d-xo.html
Thanks for this video! Okay, helping move past my D&D background, when I Fate character plays their first game, what would be their equivalent D&D level?
Hi, glad you enjoyed the video. To answer your question I don't believe that the two are directly comparable, since D&D focusses more on a zero-to-hero style of play whereas starting characters in Fate are already very competent and milestones tend to be more about fine tuning your character to get the play experience that you want, rather than actual raw power advancement (as with D&D).
I’m trying to start a superhero game, one character has time powers and another is all about healing, should their powers be tied to aspects or simply be things the characters choose to do at will? I can definitely see them rolling for powers while fighting enemies who could break their concentration but what about when they’re just out and about? If fate doesn’t support my concept do you know any system that would?
If I wanted to create a Jedi how would I create his lightsaber? As a Stunt or an Aspect? Also, I also already have a phrase I like "Strong in the Force" would this be better suited to an Aspect or Stunt? Thanks and I'm looking forward to the rest of the Fate vids.
For the lightsaber I would go for a stunt or series of stunts (perhaps +2 to attack and/or +2 defence against energy weapons); "strong in the force" would be better as an aspect. Glad you're enjoying the vids :)
Red Dice Diaries Thank you :) An additional question concerning lightsabers. Would I have to buy a Stunt or Aspect to represent it's ability to cut through nearly anything or would this be more of a narrative detail based on say the +2 to Attack Stunt you suggested? Once again thanks for your help.
FellVoice : You could take it as an aspect, but I think that as long as GM and players both understand what a lightsaber can do (pretty likely given how popular SW is) then it can just be kept as narrative detailing. You might also be interested in ***** Star Wars hack for Fate: drive.google.com/file/d/0ByVpAo4rxDGuX09IWkVydDcyOFE/view?usp=sharing
FellVoice, I think it depends heavily on how you are handling normal blasters and other weaponry in your game. If just an aspect, then that's fine for lightsabers, too. If more, then treat lightsabers with similar mechanical respect.
As someone wanting to break into Fate, I'm really enjoying this series, John. Keep it up!
aFistfulofDice : Thanks very much Matt :)
I would have liked to see actual character creation; ideally two very different characters. Good point about the importance of double-sided aspects.
I am re-reading the Fate book and you really Helped me to confirm the information i gathered is correct.
This sort of video is truly helpful to non-Native English speakers, given the slight abstract and interpretative nature of the System itself, given the book cannot give rows of examples because of the Print space limit a slight different take on it is very clarifying.
I just Cannot wait for the Stunts explanation Video, their usage and limitation that i should impose as a Gm is a little.. confusing.
Great video
I'm glad you're finding the video useful :)
I have a Fate Accelerated game coming up next year and this is helping me out tons. Thank you.
Glad you're finding it useful :)
Thank you for this video, My dm just dumped the rule book in my lap as well as another book and this honestly helped me get to grips with it before opening the kind of worrying sized books. I have bad dyslexia and the book isn't laid out in a very friendly way in a lot of places. this helped a lot with that
Thanks for getting in touch - really glad you found the video useful :)
I'm sorry to see that an example character was not created during this video. I really enjoyed the example setting you created in the previous Matters of Fate installment and was hoping to see another example (possibly tying into that example).
Other than that, I think this was a very competent and easy to understand explanation of the character creation process and you made a good choice when you decided to put off skills and stunts to a separate video.
Excellent job as always, John!
Colin Matter: I did consider doing a sample character in this video, given that the character creation process involves sharing histories with other players I didn't think me trying to create one in isolation would truly reflect on the process or add any value to the video; that said I am planning a hangout on the 16th of May at 12pm (UK time) that will take a small group (assuming I get enough people) through the process of creating characters in Fate Core.
I can understand and respect that decision.
Re: getting a group together - Excellent! I would offer my services as a player, but as I'm on central time (US) it would be quite a bit too early I'm afraid.
If you get desperate though, drop me a line. I'll see if there's any way I would be able to make it.
Colin Matter : That's understandable Colin, i've got one person confirmed, hoping I can get another couple for the hangout, although it's only sample character gen rather than an actual game.
Great video. You brought it together very accurate and still easy to understand accompanied by examples given. Makes me even more eager for the may 16th.
Glad you enjoyed the video :)
Great video. Going to be GMing for my 13 year old son and his friend... tomorrow. I played Fate Core one time many years ago so thanks for the refresh.
No problems, glad you enjoyed the video :)
I got a copy of FAE yesterday. This is going to be very useful.
I hope you find the vid useful :)
Great series. Thanks for the behind the name link.
I suppose it will be mentioned in a future video, but the Stress Boxes don't absorb the same amount of damage each. The first one absorbs one, the second one absorbs 2, the third one 3 and the fourth one 4. So those higher values of the Physique or Will scores will really toughen up the character with the higher Stress Boxes. Generally nobody has less than 2 boxes of each type: Physical and Mental, and no more than 4 of each type, unless using a special rules system for a setting. A few types of games can have a separate track for "Social Stress" where rank, standing and reputation are important and characters must fight off "attacks" against their reputations.
One great feature of Fate is for those people who haven't picked all the Aspects or Stunts for their character. It is okay to start a game with an "incomplete" character sheet. If a player hasn't picked all 3 of their Stunts or didn't think of one of the Crossing Paths Aspects, they may suggest it in the game, often right when they need it. However, for the privilege of "pulling a rabbit out of a hat" in-game, the player must expend one of their character's Fate Points. Of course, it is better to start the game with all the Aspects, Stunts, and any Extras your character is entitled to.
There are not a lot of numbers to the sheet. The Aspects, which are verbal, give broad, colourful traits to a character to drive plot-choices through the use of Invokes or Compels. Characters are not just walking around measuring up a set of skills and beating some required scores with dice-rolls. They can Invoke an Aspect: point to an Aspect, spend a Fate Point, and argue that because of it they have a special trait, an "ace in the hole" to do something or overcome a problem. However, the GM can use those same aspects to Compel a character into a complication or an "interesting" situation, and gives the player a Fate Point.
You're absolutely correct, Stress boxes will be covered in more detail in a separate video. Thanks very much for providing additional information and your interest in the video :)
Love the vid, mate. Just getting into FATE. You explain the basics very clearly.
+Waveman MAV : Cheers - hope you find the video useful :)
Excellent work, helps no end.
Glad you're finding the video useful Andrew :)
Love this playlist man - super helpful!
Thanks very much - glad you're finding it useful :)
Thank you for your time on this subject. I think a Character Creation session like the Campaign setting demonstration would be really good here.
This is a fantastic video series. Thanks for doing it.
Glad you're finding it useful - I hope to continue to add to the series when time allows :)
Great video - it could have been a little slower with actual example for creating a character - but that's only me being lazy and not wanting to actually read the rules :D
Matters of Fate 2 - Creating a Character
Some advice and a walkthrough of the Fate Core character creation process:
th-cam.com/video/h43qO6c8dlM/w-d-xo.html
Thanks for this video! Okay, helping move past my D&D background, when I Fate character plays their first game, what would be their equivalent D&D level?
Hi, glad you enjoyed the video. To answer your question I don't believe that the two are directly comparable, since D&D focusses more on a zero-to-hero style of play whereas starting characters in Fate are already very competent and milestones tend to be more about fine tuning your character to get the play experience that you want, rather than actual raw power advancement (as with D&D).
I’m trying to start a superhero game, one character has time powers and another is all about healing, should their powers be tied to aspects or simply be things the characters choose to do at will? I can definitely see them rolling for powers while fighting enemies who could break their concentration but what about when they’re just out and about? If fate doesn’t support my concept do you know any system that would?
Jinx Jade Mutants and Masterminds is great
If I wanted to create a Jedi how would I create his lightsaber? As a Stunt or an Aspect? Also,
I also already have a phrase I like "Strong in the Force" would this be better suited to an Aspect or Stunt?
Thanks and I'm looking forward to the rest of the Fate vids.
For the lightsaber I would go for a stunt or series of stunts (perhaps +2 to attack and/or +2 defence against energy weapons); "strong in the force" would be better as an aspect.
Glad you're enjoying the vids :)
Red Dice Diaries Thank you :) An additional question concerning lightsabers. Would I have to buy a Stunt or Aspect to represent it's ability to cut through nearly anything or would this be more of a narrative detail based on say the +2 to Attack Stunt you suggested?
Once again thanks for your help.
FellVoice : You could take it as an aspect, but I think that as long as GM and players both understand what a lightsaber can do (pretty likely given how popular SW is) then it can just be kept as narrative detailing.
You might also be interested in ***** Star Wars hack for Fate:
drive.google.com/file/d/0ByVpAo4rxDGuX09IWkVydDcyOFE/view?usp=sharing
FellVoice, I think it depends heavily on how you are handling normal blasters and other weaponry in your game. If just an aspect, then that's fine for lightsabers, too. If more, then treat lightsabers with similar mechanical respect.
*****
I am new to FATE, could you elaborate please, if you don't mind.
I’m really struggling to understand skills, stunts, and aspects.
I'm sorry to hear that - there are other videos in this playlist that may help.
Well done video! Instantly send the link to my players... ;)
How many videos have you planed?
At least 11 in this series.