Monday 23 January 2012

Sands of FATE development

Hello potential new readers.

My pseudo-Arabian Nights game is currently sitting in a folder on my desktop marked Sands of FATE. I'm not happy with the name, it's far too close to Strands of Fate, but it will do for now whilst I continue the development.

I've run a couple of playtest games with my Dresden Files group. We've managed to use the new skills I've had set up, and the mish-mash of powers taken from both Dresden Files and Legends of Anglerre, and then some more twiddling. I need to run some more social scenes to see how the powers fare.

Since running, I've decided to change how spells are cast by adding a second component - using Arcane or Elementalism to know what you're doing, and Resolve as the actual casting skill. That way, rolling really well might allow you to cast a spell well beyond your ability, but you'd take extra mental fatigue for it. Debating whether to add a skill like Tactics that would allow physical characters to come up with something similar despite not having a power or maneuver in their arsenal that would normally allow it.

I'm really pleased with the response to the system though. Everyone seems to like how the Jinn live and work, and how the world fits together. In play I've realised I've added in a whole third kind of sentient, so there's humanity, Jinn and the Peri, a sort of Persian spirit/faerie. I had them in, but had to expand them a bit more off the cuff. Now there's two kinds, and one of those is akin to a mermaid. I'll see if I need to diversify them further.
I was glad to see the FATE system worked so well in the setting too. Exactly what I'd hoped. Now if we can only sort out the customs and laws of the setting, I think we're on to something good. So far I've got indentured servitude as a punishment for some crimes, as a way of letting criminals see the error of their ways and make amends. A bit soft, but I didn't want the only punishments to be death and mutilation.
Unfortunately, I don't think the players have understood my terms, since our physician character has decided he has one as an assistant and isn't treating her too well. I think I can fix that if I remind him that the sign of a good man is how he treats others.

Oh, a roll call.
A wealthy physician who is attempting to inaugurate the field of psychology, he has talked about training indentured workers a trade in nursing to better themselves (however he is rather arrogant and treats his current servant little better than a slave in most respects).
A dao town guardsman who 'almost caught the infamous bandit the One Eyed Demon' once, whilst riding 'the horse of the old hero Panther'. During his ride, he saw a falling star. As luck would have it, 'he knew the finest blacksmith in the known world' and so 'had the metal of the fallen star made into a sword'. He's known for telling outlandish stories among the townsfolk. So far, all his outlandish tales are actually true. Knows some rudimentary earth magic.
A former adventurer known as Panther, now an old man and fisherman. He is known for his knowledge of coffee, and distant lands. He used to have a wildly fast horse with improbable stamina, said to be able to run from horizon to horizon. He recently won a wager by harnessing a giant fish to pull his boat.
A widowed caravan merchant, known for her ruthless business acumen. Sadly she was the second wife, but manages to keep the business afloat. She's recently hired a caravan guard who is rumoured to be the One Eyed Demon.
A janni caravan guard, capable of some moderate wind magic. He has only one eye, lost in a fight many years ago. Rumours abound that he is the bandit prince, the One Eyed Demon, although he's not as tall, his eyes don't glow, he has no horns or wild hair, he doesn't drink the blood of his enemies, and he looks after a young janni boy like a son. Sadly, he really is the One Eyed Demon, but has turned over a new leaf, and is attempting to find peace and prosperity.
An astronomer and arcanist, who lives in seclusion, but wanders into town to order odd pieces of equipment from the caravan. He teaches esoteric lessons to the children in town.

That's it for now. I should be running a social experiment involving the court of the Sultana of Mawjabad, the City of Waves. I'm looking forward to seeing how the rules and abilities hold up.

2 comments:

  1. I still maintain that it should be called FATE of the Desert just a point =P Also I am massively interested to see how the social stuff works. Though I think that my caravan guard may be interacting with somewhat less legal personages.

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  2. I think you may be right there. We'll see how it pans out.

    ReplyDelete

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