FATE Old Crown Skills

I’ve been thinking more about the move of using FATE rules for the Old Crown, if and when I go back to it.

So, if you don’t know, the default skill list for FATE is:

I’ve also been looking at the Atomic Robo rules, with Skill Modes to group them together, but after removing a handful of skills. So, after making a few reskins and fiddling, I end up with:
Combat (renaming fight and shoot)
Deception (renaming deceive)
Intimidation (renaming provoke)
Investigation (renaming investigate)
Magic (*only used depending on character aspects or equipment aspects/stunts)
Thievery (renaming burglary and stealth)

And with Skill Modes in Warrior, Scholar, Sneak and Mage





I’m hoping that letting the Scholar and Sneak groups have an extra skill won’t be a problem, but I don’t know what I’d drop to make it equal. Or what I’d add to other groups.

And of course, most of the characters are mad mixes if they’re Seawitches or Noble-born Arcanists or Beastfolk Mercenaries.


Quick Roundup

So for the last few weeks, I’ve managed to write a new post to go up each Monday and Friday, but I missed one. I had a bunch of writing built up and then through a combination of extra training at work and travel, I didn’t get around to writing one.

Big mistake!

Hopefully, I’ll keep on track for the foreseeable.


What’s gone on in the meantime? Dima the Crow got an outing. I was pretty happy with how he played, but we’re levelling up after this first session and I think I’m going to retool a little bit. I didn’t go full bladelock before, and I’m not intending to now, but I think maybe a bit more offence and less defence might be useful. Replacing Armour of Agathys with Hex is looking to be my first step since I can use an Invocation slot for Mage Armour.


I have a plan to sit down at some point in the near future and add some more Magic decks to my list. I have a fair few that I’m quite pleased with how they turned out, I may as well show them off. I’m currently working on a brew for a Frontier Mardu Warriors deck and a Commander Saskia Warriors in a similar vein (but with green for ramp and access to Naya staples).


I’ve started moving my Ginnungagap rules over from Homebrewery to GMBinder. Not a big change exactly, since it’s mostly a copy/paste job, and the rules aren’t exactly extensive, and the need to format them in standard D&D styles is a vanity project. But it’s one I’ve been working on.

I realised I had a few mistakes and the sections need reordering some. And then I can happily work away on Races and get them rounded off.


I’ve found myself reading through different twists on rules for FATE, both for my FATEPunk idea and for the Old Crown. I have a feeling the skill modes from Atomic Robo will be a good fit for the Old Crown if I can work out appropriate modes.

And then I’ve sort of started thinking about the move of FATEPunk from the Pacific to Africa. Started. A bit. Probably too much.

State of the Old Crown

Continuing the theme of what’s currently going on with my thinking for various projects, what’s going on with the Old Crown?

Not much, it turns out.


The biggest development was me changing the map around a bit more. It made less sense for the home of the Wildfolk, who are part plant, to be in a northern tundra than in a nominally temperate/tropical location, so I switched things around a bit. Now the swamplands to the south of the Old Crown are to the north, and so on.

It doesn’t really change much.


I think if I run the setting again, I’ll be steering clear of using any D&D rules. I’m more inclined towards FATE Accelerated or FATE Core, or possibly Cortex or Gumshoe, though I’d need to actually look more at the rules of that last one.

FATE Accelerated is nice and accessible and seems to do most of what I want, but the different organisations might be harder to model. That’s part of the problem I had when I was looking at Cortex a few years ago.

I could probably make the thing work fine with FATE Core, though I might end up using a version of the skill groups from Atomic Robo. I liked how they fit pretty neatly with some of the ideas for racial and organisational character abilities. I plan on tinkering a bit.

Though that would be easier if I’d actually played some Atomic Robo.


Will I ever pull the whole thing together and actually run more than one or two sessions? I’m eternally hopeful. I think it needs a little bit of streamlining, which I might manage to do at some point.

After Ginnungagap. And FATEPunk. Or more likely, at the same time as.


I really need to finish a project.

State of the FATEPunk

Oh no, now I’ve started thinking about old projects, I may have gone too far!


As I said in the last post, I stole borrowed the Pacific setting of my FATE-based cyberpunk game on a game I played in 2011 or thereabouts, which I enjoyed thoroughly. But the game fell down and stopped at more or less a denouement for my character, in the middle of a combat sequence, possibly in the vein of ‘one last job’ before I retired the character and played something a little more in keeping with the rest of the group (all more or less affiliated with the police department, whilst I was a Yakuza-style underboss).

Which is probably why I didn’t let it go.


Now, after idly pondering in the last post and in one of my old A-Z posts, I feel like maybe moving the setting around to make it more my own would be a much better idea. And that’s probably why I’ve fallen down a reading rabbit hole.

What am I reading? Well, after googling “where should I put my space elevator?” and reading this search result, it became obvious from the map halfway down that maybe the Asian Pacific and Central America / the Caribbean were a bad idea just based on weather, but areas near the Horn of Africa look much better.

Which led me to start thinking about how little I actually know about that area, and how that world might look, and now I’m down a warren of Afrofuturism, Afropunk and language maps.


So what might it look like, from a couple of days of reading? Well, probably not too different from the old idea of a sea-based platform for the base of the space elevator, some islands built around to service it, and so on. But the cultural reality would be different.

If we follow from that old A-Z post, this elevator wasn’t the sole product of a Megacorp investment group, and the subsequent governance of the area wasn’t under the umbrella of that group. Instead, we have a Pan-African investment, probably with Megacorp contributors, and maybe with nearby governments hoping to chip in and work on the project.

We could use China’s current ties to African investment to create a Special Administrative Region on the coast of Africa, a sort of New Hong Kong independent from any one nation by treaty, but administered by African Union. And since we’re in the locality, let’s call this New Mogadishu. We’ll have to come up with what caused the AU to step in for control of Somalia’s capital, or perhaps all of Somalia.

Then, we have to think about what kind of cultural melting pot we have. This is a big project, a big city, we’ll pull in people speaking Somali, Malagasy, Swahili, Arabic, Chinese, English, French, Portuguese, and why not Marathi, Gujurati and Tamil, Afrikaans, Hindi and any other African and European languages could be thrown in too.

Being able to understand the environment means Augmented Reality for comprehension becomes almost necessary, or else a selection of pidgins, creoles and lingua francas (franci?) spoken by the majority just to get by. But a few words here and there would make sense (how many languages can I at least say please and thank you in currently? Ten?).

And the messy cultural setting plays well with an idea of a war on cultural loss in the face of globalisation.


For setting flavour, I need to do some more digging on Afrofuturism and Afropunk and read some books and listen to some music and watch some movies, but I think I’m building a foundation.

I hope I can get the Ginnungagap out of the way before I do something silly like start learning Swahili!


As for rules, well the FATE Core rules started to get a bit clunky when I was adding cybernetics to them. I’ve been looking at Fate Accelerated recently, which looks a bit more promising. Maybe the Fate Accelerated Plus hack, which uses both approaches and professions could be played around with. I don’t know, I need more time to ponder on that.

Or maybe I’ll give up and go back to the idea of using Cortex. Not sure.

More soon.

Worlds to go back to

I haven’t been too productive of late, despite telling myself that once again I’d kick into gear following the New Year. It would be nice to say that this post will be the start of a new trend, but I’ve told myself that before, and I still quickly get sidetracked by something or other. I can hopefully make myself semi-productive for a while and maybe pull something together from all my draft posts (oh so many draft posts).

So, worlds I miss and want to go back to. Not ones I think about all the time, ones I work on more often. Mostly these are played experiences, ones I felt were never complete or I wish I could flesh out some more.


Legend of the Five Rings

So, I’ve managed a few times to put something together for this, as my incomplete play report from a few years ago might attest.

I did manage to round off a few plots that I had for my favourite character there. He was married off, above his station, into a new clan, which made sense from a story point-of-view but still felt at least one adventure too soon.

Always waiting in the wings was a backup character I made, a Centipede clan bushi who, after years of Phoenix clan training to master the art of attuning to the Void, had accidentally attuned himself to the Sun. He never had a chance to break out and do anything, and I doubt he ever will.

It would be cool to go back though. I always had great ideas for a Dragon shugenja, or to play a Scorpion how I felt he should be played, rather than how they inevitably were. With the new rules on the horizon, maybe I’ll get to try something out.


Dresden Files

The last time I played, my cryomancer had finally escaped his Doom as a Rulebreaker for naively reading a book on Outsiders, only to end up with a completely new Doom – never accept the help of the Genius Locum of a Leyline in order to trap a Necromancer inside an infinitely repeating second, no matter how good your intentions.

I had some ideas for pulling together a new game set in Las Vegas, with various clued in mobsters and the Lady Luck making several appearances, but I never got it off the ground. And with the Paranet Papers coming out with their own spin on Vegas, I was a little put off the idea.

More recently, I came up with a couple of ideas for other locations (Dublin with lots of Fae and Werewolf stuff going on, Hong Kong with Elemental Courts and probably Vampires and triads). I haven’t made any notes or anything on them yet.


The Goblin King

The Goblin King was a magic-powered supervillain in a game of Mutants and Masterminds. He was equal parts campy Batman villain and silly Venture Bros. villain, modelled in part on the Monarch.

But the game dried up just as I was starting to get the development going. Infiltrating the UN in order to have a conversation with the General Secretary, I had just let slip that the entire time we’d been playing, I’d been purposefully hamming up the ridiculous aspects of the character in order to avoid conflicts between Earth and the Goblin Dimension (which had been all but destroyed in a war under the previous, non-Human Goblin King).

I’m not sure how many other players picked up on the fact I’d been underplaying my abilities or motives, but I was enjoying it. I have a draft post sat around trying to rebuild the character in a few different superhero rules sets, but I’m not very happy with it.

One day, I might bring him back.



My A-Z of the setting as I had it imagined was written almost a year ago. It was heavily borrowed/stolen from a cyberpunk game I’d played in for months during 2011, which I enjoyed so much I attempted a not-so-subtle copy of it (that’s my story and I’m sticking with it).

I managed to run a game around 2014 or 2015 using some hastily cobbled together rules for cybernetics in FATE. One session in and I realised that the story I wanted to tell wasn’t the story the players were interested in, and I called it quits.

If I went back to it, I would probably move away from the Pacific-rooted story, maybe exploring the areas around the rival space elevators as I’d written them. That would drop the game into either Africa or South/Central America which would have a very different feel from the Black Lagoon/Marvel’s Madripoor, or maybe wouldn’t. I don’t know.

The big villain of course would still have to be globalism and global trade conglomerates, and so on. Nativism / Globalism, Cultural appropriation / Globalism or Cultural destruction / Globalism would all work in those settings, but I don’t have nearly as many ideas of how to pull it off.

More to ponder then.


Sands of Fate

My elemental Arabian Nights fantasy game was fun for the few sessions I played with it, but I was so focused at the time on the rules and how to make them work that I don’t know if my setting was as good. It certainly had a few parallels with the Old Crown, which I’d been working on at the time.

I’d like to try again, maybe sit down with it and work out some of the kinks, but I’m not in the place for it right now. I’ve been reading Kim Stanley Robinson’s Years of Rice and Salt and it’s certainly brought some of the ideas back to the fore of my mind.



And that’s all for now. Maybe I’ll actually manage to write something else up soon too!

Power cut-induced creativity

So due to Storm Ophelia, I had to stay home from work today, and then we lost power for a few hours. It’s back now, but it meant I actually found time to write. So here’s what I came up with at the time.


Since I find myself stuck in a house with a horrible storm outside, and without power inside, I thought I’d do something minimal like powering up my laptop and writing.

And after reading a few .pdfs saved in various places, I was all ready to go. Then I opened LibreOffice and was confronted with the dreaded enemy – the blank white page.

I’ve got a good few ideas on the go, but my problem is most of them are stored online somewhere, and I don’t even have a mobile signal to check where I am with them (yay storms!). So now I have to try and work out where I am with any of my ideas and work from there, and it’s painfully obvious that I don’t keep enough of them in my head.


So, what do I have the potentiality to think about?


I’m still fiddling away at my idea for the Ginnungagap – Space Vikings! – in D&D. I know it’s possible to brew together something from all the rules for magic and lasers in the game, even without more settings and rules coming out all of a sudden.

I have ideas for how Elves and Dwarves fit in, how magic works, why lasers aren’t as lethal as a phaser set to disintegrate, how to tie firearms in without getting bogged down in whether they fire bullets or laser beams or plasma bolts or dark energy disks. I’m still not much nearer to a story for a series of adventures.

I keep saying that I’ll puzzle something together if I sit down and get players, and then I delay that because I want to pull more of the rules together, rather than getting it going and fiddling and nerfing in play, which I know I should do.

I’ve more or less decided that I’ll finish my book on historical Vikings, read Neil Gaiman’s book on Norse Mythology, and then be in a place I’m ready to get going with it. We’ll see if I can manage that.


The Old Crown still twirls around in my head, but not with any real progress going on. Again, maybe I need to just sit down and write, or maybe I should through it at other people and see what sticks. I’m hoping Winter will give me an excuse to do more work on it, in the long dark nights where I don’t want to go anywhere, but we’ll see if I manage that.

I’m not happy with the name anymore, but I’m even less happy with any alternatives that I can come up with. I have more ideas for stories and games, but there are deliberately more hooks woven into the setting because I’ve been working at it for longer and wanted to explore, and it’s filled with different factions competing with each other.

I should probably work out if I can make a game out of it, or what game I’d want to. I’ve played with D&D (4th edition) and with FATE (using a reputation stress bar, which was odd), and I’m pretty happy I can make it work with the Cypher system quite easily, just to keep the rules very light.

Of those, I think I’d be most inclined to go with FATE though, maybe try with Fate Accelerated, because with 3 or 4 aspects it would work quite well.


And then, Fantasy Flight have released the beta of the new Legend of the Five Rings rules, so now I’m interested in that again (first glance – ugh, custom dice and no roll and keep?). I’m sure I’ll have a better review of the thing at some point, but based on the skim I read this morning, I like that the core rules have moved back to focussing on the same areas as in the first edition of the game, more or less.

Parts of a City

Over the weekend, I had a non-digital day, turned off all my tech and only used my phone as a cooking timer when I made a very late dinner.

I got a LOT of reading done.

And I also did some brainstorming.


So, here’s a few location ideas I listed for parts and places of a city, in a fantasy or sci-fi setting, I don’t think it really matters. You could drop these in as locations during character building, or in a shared FATE location construction, and draw some descriptions, plot hooks or Aspects out from them.

They’re a pretty mixed bag, but they sort of got bunched into groups as I was coming up with them.


The Grand Promenade, Arcades, the Avenues, Oldtown, the New Quarter, the Zocalo

The Estates, Villas, the Tenements, Outwall

The Barracks, Guildhalls, the Senate, the Conclave, Palaces

The Great Temple, Ecclesiarch’s Palace, the Pantheon, Synod

The Souk, Night Market, the Floating Market, the Goblin Market, Caravaners’ Bazaar

Wharves and Dockside, the Docklands, Moorings, Ferries, Underbridge, Rialto, Longbridge, Riverdown

The Rooftops, Birdtown, the Nest, Highperch, Towers, Hightown

The Maze, Warrens, the Spider’s Nest, Witches’ Den, Alleys, the Broken

The Pits, Night Quarter, Vice Houses, the Dens, Red Street, Flops