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Thread: Fate core extras for Eberron?
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2014-09-02, 02:36 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Israel
- Gender
Fate core extras for Eberron?
Hey all. I am thinking of running a Fate core campaign in the D&D setting of Eberron. I was wondering if anyone knows of any extras used specifically for the setting or a high magic fantasy in general.
I am especially interested in extras dealing with races, magic in it's varied forms, dragon marks and the various equipment in fantasy. (From weapons, armor, horses, magic items and up to flying ships and lightning rails).
Thanks in advance,
Kol.Check my extended signature
Including:
1. Special projects:
Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
2. My campaign logs:
Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
3. Various roleplay and real life musings and anecdotes:
For those interested, from serious to funny!
Thanks for reading!
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2014-09-02, 05:05 PM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Germany
Re: Fate core extras for Eberron?
You mean special powers and unique items that to some degree define a character? (Always had trouble figuring out what exactly extras are meant to be.)
Dragonmarks would of course be one. The big one. They would be both a magic power and a set of previleges.
Warrior-Priests of the Silver Flame would have to have something unique, though I am not actually familiar with them to say what. Don't they have special Turn Lycanthropes powers?
Would Shifter shifting and Changeling changing count as extras? Or would those be regular abilities?
Halfing and Elf riders would have their mounts, which would be quite integral to the characters identity.We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
Spriggan's Den Heroic Fantasy Roleplaying
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2014-09-02, 05:46 PM (ISO 8601)
- Join Date
- Apr 2014
Re: Fate core extras for Eberron?
I have made a few attempts at running D&D style settings in fate. One idea that has worked well for me is to give people an extra aspect slot to use for their race. I generally advocate handling as much of things like magic and dragonmarks, and anything else that might be an 'extra' with stunts and aspects customized to what you and your players want to do in the game.
I understand the urge to have a fully built magic system coming in from something like D&D, but doing so loses some the freedom that is the most wonderful feature of fate.
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2014-09-02, 05:57 PM (ISO 8601)
- Join Date
- Aug 2009
-
2014-09-03, 12:13 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Israel
- Gender
Re: Fate core extras for Eberron?
I do not intend to run a Fate core game as a D&D game just with fate rules. I do not seek a fully fledged magic system, with a list of spells or such. Nor do I seek a stunt for any special power D&D suggests. I like the streamlined, simplified, narratively based platform of Fate, and I am looking for simplified systems to give a "feeling/ sense" of magic and the like, without the full on complexity of D&D.
I was wondering if anyone have made anything of the sort.Check my extended signature
Including:
1. Special projects:
Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
2. My campaign logs:
Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
3. Various roleplay and real life musings and anecdotes:
For those interested, from serious to funny!
Thanks for reading!