I'm working on a game using the Fate 3.0 (SotC) engine. Here are my changes so far:
- Characters have 1 Fate point by default (and refresh to 1). You earn Fate mainly from Compels.
- You don't have to spend a Fate point to avoid a compel. You just miss out on earning a point.
- Fewer Aspects per character. Maybe five.
- Fewer skills per character. Maybe five.
- Apex skill level at Great. Maybe. Want to encourage aspect tagging as the primary means of being Superb/Legendary.
- Zone combat tweaked to play more like Red Box Hack.
- Assess and declare actions simplified/merged/cut. They're really just specialized Maneuvers, anyway.
- Shorter stress track. 3 boxes by default. Consequences need to be more frequent (they're a good source of compels for effect and Fate earning).
- Power Up! When you have taken all three Consequences, you get something cool. 3 Fate, a free aspect placement, +2 to your rolls, or the other PCs each get a Fate, or something. Maybe you get to pick. The key idea is: getting into trouble is good.
- Simplified stunts. Very simplified, taking the "core stunts" of SotC as the base.
- Character change! You can "burn" an aspect for a Fate payoff, which destroys it. You get to replace it with a new aspect based on events from play. There might be a per-session limit on burning.
- Include extended contests from Fate 2.0.
Hacking is fun.
Labels: FATE, hack