I have gotten a group to agree to play tomorrow night, so I should have some interesting stories of how we got it wrong and, hopefully, still had fun.
Tuesday, March 1, 2016
group planned
I am up to chapter 4 in the Toolkit. I love alternate rules, that's why I own 40 plus Gurps books. These rules are very interesting but I think its in my best interest to run the game just from the core book at first. With the exception of adding a couple of skills.
Fate Points
OK, one goal down. Next is to read over the FATE toolkit (just finished chapter 2) and decide if I want to use any alternate or additional rules. I suspect I will need to modify the skill list at least.
I have received some very good advice from the good folks at the EN World forum. I previously said that I thought of FATE points as akin to Hero Points in the old DC Heroes RPG, but I now see that I was wrong. FATE points should be used and given through out the session, that's why the PCs get a certain number back at the beginning of each session.
The FATE points must flow.
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