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Thursday, June 18, 2009

Fate Heroes - Part 0

Last time on Moni's Catbox...

I finished Freedom Force some time ago and started the second opus a few days later, just giving myself some pause to avoid getting sick of it (I tend to consume media as one would consume his favorite meal). But was it really a pause? I ended up picking up my solo roleplaying and what else but a superhero setting could I choose? :)

I have been spending weeks on reading Marvel Superheroes RPG material and with Freedom Force on top of this, let's just say I'm very much "Supers!" minded these days. I almost went with a custom character but then realized it would be simpler to pick a character I just learned a great deal about : Minuteman, the main hero of Freedom Force.

This first post, titled "part 0", will explain the RPG systems I use to play, without going into details too much. Next post will be the actual adventure.

How I do it

First, I should explain what I use for my solo roleplaying.

My RPG system of choice is Spirit of the Century, by Evil Hat Productions, a pulp pick-up game based upon the FATE v3 system (itself based on Fudge!). I allow myself to sprinkle it with bits of Starblazer Adventures, by Cubicle 7, the space-opera counterpart to SotC. And last but not least, I apply my own variations (which I call Fate Fantasy but it's nothing official) whenever I feel the rules are lacking something or are not to my taste (if there's something I've learned from RPGs, it's the "customize at will" advice!). For this particular superhero adventure, I have started a new set of variants I call Fate Heroes, which follows advice from Marvelous Fate, a Fate adaptation of the Marvel Superheroes rules.

Yes, it's fair to say it's a big mix of ideas, but overall, it's just FATE v3, adapted to a particular setting.

Last but not least, I use the Mythic GM Emulator from Word Mill Games. I know, I know, a GM emulator? Pfah! But you'd be wrong thinking that. It's actually a very simple but incredibly effective mini-system that allows a GM or players without a GM to come up with what happens in an adventure AND still get surprises out of it. While it does have a few tables for random picks, they don't provide anything set in stone and setting specific and rely on one's imagination and interpretation instead, not unlike tarot reading. The main part of the system, though, is based on asking questions (Magic 8 Ball like) and having the dice answer for you.
I won't get into it more than this as it will be more easily explained during the actual adventure write-up.

Well I guess that's it! All I can add is that I currently play by writing what happens in a notepad-like program to keep track of everything.

See you next post!

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