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Aspects of Fate in Savage Worlds

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  • Aspects of Fate in Savage Worlds

    I've been playing SW for several years now and it is my go to generic system and what my group is most comfortable with. Recently i got interested in Fate Core and i like lots of it but not sure enough to convert my stuff from SW. Looking at ways of incorporating certain elements of fate that I like without adding too much to SW or making things over complicated.

    What i like most about fate is the idea of Aspects,basically elements of a character, NPC, or adversary and also of a scene or place that describes it and can be drawn on in a narrative way. Basically everything has a series of descriptions ("Suave British Super Spy", "Adorably Cute Sidekick", Slavering beast of chaos" etc) and you can spend fate points to invoke them and get a bonus on a roll, discover something new, or do something that someone described that way could do even if its not officially on your character sheet etc. Or you can get fate points back if the GM or fellow players (or even you!) compel the Aspect so that bad stuff happens or there are side effects to what you do (you succeed in breaking in but because you are "The best Safecracker in the world" you are overconfident).

    As i see it fate points and bennies seem pretty similar and it seems like bennies could easily be spent and regained as fate points by invoking and compelling aspects. It also seems that most edges and hindrances could be easily turned into Aspects e.g. "Overconfidence might be "I can do anything better than you can" or Danger sense is "My spider sense is tingling" etc.

    Thinking about including Aspects into a future SW game and here's where I'm at. Would like some feedback:

    - Create character as normal for SW (attributes, skills, edges and hindrances etc.)
    - Add a High Concept Aspect - A general description of the character concept e.g. Lonely Time traveler in a Blue Box, Suave British Super spy, Adventuring archaeological professor, etc
    - Treat Edges and hindrances as aspects and have players write appropriate aspects to accompany them so they have their regular benefits or penalties but also have an aspect description
    - Bennies can be used as normal but can also be used to invoke aspects like Fate points and can be regained liked fate points
    - GM would add aspects to regular SW adversaries and scenes so they can be invoked by players


    Thoughts?

  • #2
    This is an idea that has come up several times before.
    http://archive.pegforum.com/viewtopi...325853#p325853
    http://archive.pegforum.com/viewtopi...303897#p303897
    http://archive.pegforum.com/viewtopi...384304#p384304
    http://archive.pegforum.com/viewtopi...220318#p220318

    I'll note that most Edges aren't Aspect equivalent - they're closer to Stunts in FATE. Cool special abilities that you can use at no cost. Admittedly, Edges can generally be used continuously and Stunts cannot, but I hope you see my point.

    Thinking about including Aspects into a future SW game and here's where I'm at. Would like some feedback:

    - Create character as normal for SW (attributes, skills, edges and hindrances etc.)
    - Add a High Concept Aspect - A general description of the character concept e.g. Lonely Time traveler in a Blue Box, Suave British Super spy, Adventuring archaeological professor, etc
    - Treat Edges and hindrances as aspects and have players write appropriate aspects to accompany them so they have their regular benefits or penalties but also have an aspect description
    - Bennies can be used as normal but can also be used to invoke aspects like Fate points and can be regained liked fate points
    - GM would add aspects to regular SW adversaries and scenes so they can be invoked by players

    Thoughts?
    The effect, I think, will be to make bennies a lot more powerful (able to grant +2 to any roll at any time).
    You'll also have some odd situations where a character (PC and NPC) does something both out of character and self destructive because of an invoked aspect (and they didn't have a benny to buy that off); something in keeping with the Aspect but not with the character's personality, history, current goals, or best interests.

    Probably some other stuff, but that's what I see.
    I hope you find the above post useful. And not insulting, because I was trying to be helpful, not insulting; being a pedantic jerk, that isn't always clear.

    Comment


    • #3
      Originally posted by ValhallaGH View Post
      This is an idea that has come up several times before.
      http://archive.pegforum.com/viewtopi...325853#p325853
      http://archive.pegforum.com/viewtopi...303897#p303897
      http://archive.pegforum.com/viewtopi...384304#p384304
      http://archive.pegforum.com/viewtopi...220318#p220318

      I'll note that most Edges aren't Aspect equivalent - they're closer to Stunts in FATE. Cool special abilities that you can use at no cost. Admittedly, Edges can generally be used continuously and Stunts cannot, but I hope you see my point.


      The effect, I think, will be to make bennies a lot more powerful (able to grant +2 to any roll at any time).
      You'll also have some odd situations where a character (PC and NPC) does something both out of character and self destructive because of an invoked aspect (and they didn't have a benny to buy that off); something in keeping with the Aspect but not with the character's personality, history, current goals, or best interests.

      Probably some other stuff, but that's what I see.
      Thanks for the feedback. Like I said, I am trying to incorporate Aspects without messing too much with the regular SW system. So, yes, in mechanical terms Edges are closer to Stunts but I think they can easily pull double duty as aspects. the way i see it feats, edges, hindrances, merits and flaws etc. are ways in which you mechanically describe elements of your character in most games and, in character creation, aspects do the same thing. When you pick the Alertness edge it could also be described as "Nothing gets past my keen senses". Fleet footed can be described as "Fast on my feet". Scholar could be "information is the most important thing." Hindrances are the same. Mean could be "I'm not mean, you're just stupid!" Elderly could be "Old as dirt". etc. It's not perfect but it works without having to add too many aspects on top of what you already have as a SW character.

      Yes, bennies will be more powerful and able to be used for more things. That works for me

      As for the question of having a character do something self-destructive or out of character because of a compel, fair point. But I think a lot of that depends on the group. A group with a lot of trust that likes narrative style play will do this well, but doesn't work for everyone. Also i agree that there is an issue with having to spend a fate point/bennie to not do a compel and probably wouldn't do that ie I would allow people to just say no to compel!

      Comment

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