Friday, July 19, 2013

FATE Core: Fast & Furious Style

Ah, I don't care what anyone says, Fast & Furious is a movie series I enjoy. Except for the second one--that one I never even made it through the whole thing. And, as +Jacob Poss pointed out, a much better show would probably be with members of the opposite sex racing around all these exotic locations, but we gots what we gots...for now.

Anyhow, many discussion have led to this point. I finally started putting the digital ink to coded paper to work on a bit of a FATE game. Actually, I'm working on two or three simultaneously. But, this one is for a street racing game. There were some clever ideas shared in a brain jam session (not as scrumptious as it might sound to you zombie lovers) last night.

However, I need to refine what I'm doing with skills before sharing it, so this is the beginnings.

Not much there at all, although I am a big fan of setting the aspects to the genre. I'm not sure these aspects work 100%, but they are a start:

There is another world that exists just below the one you know. In this world, power is achieved by those who take it, respect is given to those who have earned it, and currency is a wicked combination of speed and skill.
For some, it is a dangerous past time. They call it illegal street racing, although it has been known as other things in the past. For those who live in the world hidden within the shadows of steel skyscrapers and concrete overpasses, the race is all that matters. They found a place where they belong, where they can call home.
This is a modification for the FATE Core game. I have combined some aspects from both FATE Core and FATE Accelerated Edition published by Evil Hat.

Character Aspects

High Aspect. This is the overreaching character definition. It is the foundation upon which the rest of the character is built. Examples: Undercover cop turned street racing criminal, Gearhead trying to fit in, Champion of the underground circuit

Trouble Aspect. In this life, trouble seems to be the one thing you can never outrun…for long. It follows your characters from race to race, city to city, even continent to continent. What is it that always seems to be pursuing them, throwing a monkey wrench in their plans? Examples: On the run from a controlling family with too much money, Johnny Law has my number, Owe the Yakuza money

Behind the Wheel. What is your character like when they are behind the wheel? Everybody can drive, what makes them so special? Examples: Monster behind the wheel, Virtuoso with a V8, Fast and dangerous

On the Street. This is the reputation your character has earned for themselves in the racing circuit. It might be all hype or it might be 100% accurate. What do people say about your character? Mad man with a bad temper, He lost…once, Takes care of his family.

Philosophy. Everybody has a story behind how they got into the life. This aspect covers the root reason your character melds rubber and asphalt. Why do they race? Do one thing and do it well, I got no place else to go, I live my life a quarter mile at a time.


What?!? A racing game without a Drive skill?!? That’s right. It is assumed since the game centers around street racing that all the main characters are excellent drivers. Everyone has the driving skill at an apex level. But, that can get kind of boring. Instead, we got rid of the drive skill altogether. Characters will make use of different skills/approaches while driving as well as stunts and extras to pull off some amazing maneuvers. This will be done through a modified content model. But, it is safe to assume, it has wheels, characters can drive it and the only time they worry about wrecking a car is during a contest or when they do it on purpose.

Meanwhile, I have also gone through and changed up the skill list somewhat in an effort to better emulate the genre. This is not all just terminology and semantics, as some things have been completely gutted and redesigned.

But, more on that in a little while…

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