With our Innumerable Isles game, my gaming group is just starting to get comfortable with how the Fate RPG rules work, many of them coming from a strong background in heavier “crunch,” less narrative-focused (rules-wise, at least) games, like D&D, Shadowrun, WFRP and the previous generation of 40k RPGs (Dark Heresy, Rogue Trader, etc.). Given that I both have a very fond place for how Fate plays and I understand the frustration of jumping around from rules system to rules system, I’ve decided (as I’ve mentioned before) that most of the games I’ll be running for the near future will use the Fate RPG system.
I am working on my own RPG system for the Avar Narn setting, with some ideas about some additional settings to build for use with my fiction and that eventual ruleset, but I also really enjoy tinkering with the Fate system without having to entirely reinvent the wheel for core mechanics and basic systems.
So, as two of my many side projects at any given time, I’m working on putting together my own hacks for Star Wars and Shadowrun, two settings I’m likely to revisit with predictable frequency. In doing so, a few ideas have been storming around in my brain.
My experience with my group and the Fate system is that, when it comes to character creation, at least, my players would like to have additional guidance–particularly when it comes to creating Aspects and choosing stunts. And then there’s my own proclivity for thinking about ways to have the ruleset reinforce tone, character and setting. The Playbook approach of the Powered-by-the-Apocalypse games goes a long way into simplifying character creation by providing a ready character idea with thematically focused abilities that, as a whole, maintain some flexibility within the character concept.
Generally, I’m not the biggest fan of character “classes,” as I personally prefer maximized flexibility in character creation. However, character classes and roles as distinct and discrete constructs have definite value in roleplaying systems–that’s why they’re so common in the first place. Among other things they: (1) help ensure each player in the group has an area in which their character holds the spotlight, (2) buttress the crafting of character concepts, (3) simplify and speed up character creation, (4) reinforce ideas about setting and theme.
Both Shadowrun and Star Wars are settings conductive to the use of “classes” or “playbooks,” having iconic archetypes to draw from. In Star Wars, we have the Jedi (of different types), the Smuggler, the Soldier, the Bounty Hunter, etc. (the FFG Star Wars system provides many different such archetypes). Likewise, Shadowrun characters tend to fall into archetypes as well: the Street Samurai, the Mage, the Shaman, the Rigger, the Hacker/Decker, the Face, the Infiltrator, etc.
PbtA would make each of these playbooks (indeed, you can find PbtA hacks for Star Wars and for Shadowrun, as well as The Sprawl and its supplements, which handle cyberpunk games with or without fantastic elements in the PbtA system).
I can’t say definitively whether the PbtA-style Playbooks influenced the writing of Mantles in Dresden Files Accelerated, but it sure seems like they did. Regardless, the DFA‘s Mantle system is a stroke of genius; it provides a great example of how to apply the Playbook philosophy to the Fate rules (whether Core, Condensed or Accelerated).
If you’re not familiar with DFA‘s Mantles, these are used to flesh out different character concepts or archetypes, both mundane and supernatural. Each Mantle includes some core Stunts for the Mantle as well as a list of additional stunts for selection in character creation or advancement. Sounds like a Playbook’s “Moves,” right? Where things get really interesting is that (since DFA uses Conditions instead of Consequences), each Mantle gives a character additional Conditions. Some of these Conditions have a track, boxes in which can be checked to power the stunts in the Mantle’s list. Others are binary and may do all sorts of interesting things–like shutting down the use of particular stunts. An example is the Law Enforcement Mantle, which has a “Police Powers” Condition that allows the character to do the things expected of a law enforcement officer as well as a “Suspended” Condition that prevents the use of Police Powers when checked–you’ve overstepped your authority and someone’s demanded you “turn in your badge and gun,” as the cop films would have it.
So, the Mantle grants thematic “Moves” and often includes thematic Conditions and even subsystems unique to that character type. If every character has a Mantle, and the Mantles are at least roughly balanced (to the extent that the game you’re playing and the players you’re playing with need balance), then there’s no need to resort to Refresh costs to apply a Mantle.
So, the Mantle carries with it the structure of the PbtA Playbook. As with PbtA, you can always allow a character to have Stunts (or Moves) not from the Mantle’s list when it makes sense for them to do so.
In DFA, Aspects and Skill (Approach, really) ratings are determined separately from the Mantle, so you get the Mantle’s structure combined with the vast freedom of creating your Aspects and the basic difference between characters of the same Mantle by how they arrange their Skill/Approach arrays. You can add to the structure of a Mantle by providing example Aspects players can choose from, suggesting or requiring apex Skills or Approaches for a Mantle, and/or building a selection of Extras that a Mantle is required to take or from which they may select (a Shadowrun Rigger needs drones, right?). Conversely, by leaving the selection of Extras divorced from the Mantle, by having a “general” stunt list available to all characters, and by leaving Aspects and Skill selection untethered to Mantles, you preserve overall character freedom while gaining the thematic and mechanical benefits of using Mantles. For a happy medium, give “suggested” Aspects, Extras, and Skill arrays that can be used by those players who want to make their character quickly but that may be modified or ignored by the players who want more freedom in crafting their particular character.
Here’s the downside: it’s a lot of work on the GM (or whomever is putting the mechanics for the game together) to build Mantles (or, as I’ll prefer to call them, Archetypes)–particularly if you’re trying to create a broad selection of Archetypes with unique Conditions and Stunts (or at least only minor overlap). I’ve found myself with the DFA rulebook open in one tab, a number of other Fate rulebooks open in successive tabs, and the Flow app open on my iPad all at once to take notes, mark things out, and generally brainstorm ideas as I list and define Archetypes. For me, it’s the kind of creative work I enjoy anyway, and I think it will improve games I run in those settings by both scaffolding players in their character creation and providing some thematic focus to character creation for the setting and particular narrative.
As I work on my personal adaptations of Star Wars and Shadowrun to Fate, look for me to post those rules, Archetypes and ideas to the blog for your use and/or modification, should you like them. At the very least, if you like Fate, go pick up a copy of Dresden Files Accelerated. It’s a great use of the Fate system standing alone, and I’ve found it to be an excellent source of ideas for hacking an already-incredibly modular RPG system.
If you’ve followed the RPG aspects of my blog for a while, you’ll know that I previously started a hack of the Cortex Plus/Prime rules for Shadowrun (as well as posting some of my most popular articles with build advice using the official Shadowrun rules, with an eye at Sixth Edition but many of the points applicable to the 20th Anniversary or 5th edition rules as well). I’ll likely go back and finish the Cortex version at some point, as it’s another system I very much enjoy (and very much enjoy tinkering with). There are some parts of me that keep telling me that, as narratively-minded ruleset with (arguably) more crunch than Fate, it’s a better overall candidate for a Shadowrun game, and some of the same ideas in this article can likely be used with Cortex as well. But for now, I’m going to stick to Fate.