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View Full Version : [D&D 3.5 + FATE] Rules mixing



IonDragon
2010-07-07, 11:25 PM
FATE (http://www.faterpg.com/), and equally the Dresden Files RPG (since it's based on the FATE system) [and by extension FUDGE (http://www.fudgerpg.com/files/pdf/fudge_1995.pdf)] uses a really cool character creation system that weaves a web of interconnected backgrounds and stories between all of the characters. The FATE system is available for free online, and is a Pulp system. This means it is more about telling a crazy-awesome story than about realism or plausibility though character reactions are kind of in line with believability they are often overemphasized or cliche. The focus on both of these systems is on the story, not on combat.

D&D (3.5) on the other hand, has 2 entire core rule books dedicated to combat. No more than 1/8 of that material is about creating believable characters or situations. Are there mentions that you should? Sure, but since there's no real mechanic involved to reinforce that it often gets forgotten in favor of "you're all sitting in the tavern when..." Now I like D&D combats. They're fun, cool and exciting. They support just about any action I would care to take, but I always feel my D&D games lack a little bit of believability. The human touch if you will.

I tried emulating some of the character creation steps from FATE in a super hero game I ran a while back with fantastic results. I've decided that in the next D&D game I run I'm going to use almost all of the character creation steps from the FATE system, then do normal character creation for D&D and see how it works.

I expect to start character creation via email 1-2 weeks in advance so that the characters can communicate and work out where their characters are going. I then expect finalizing character creation to take the majority, if not the entirety of the first session.

The basic character creation happens something like this:
Pick a HIGH CONCEPT
Pick a TROUBLE
Explain your BACKGROUND
Describe the RISING CONFLICT
Summarize your STARRING ROLE
Host 2 GUEST STARS
GUEST STAR in 2 different people's STARRING ROLES

For each of these steps you get what's called an ASPECT. Aspects are basically tagged faucets of your character. They should be a short phrase, motto or item of particular value to your character. There is an entire chapter on how to utelize aspects, but basically they're ways to spend and gain FATE points. FATE points are basically Action Points (http://www.d20srd.org/srd/variant/adventuring/actionpoints.htm) that need a reason to be used and obtained.

So what do you think GitP? A good rule to improve believability/RP situations in your game? Or too much work with not enough reward?