More on hacking Fate Core (Evil Hat Productions) to play Castle Falkenstein (R. Talsorian Games): gear, weapons, and armour or lack thereof.
As I discussed a couple of days ago, I’m not enthusiastic about just assigning damage point values to weapons. While it’s a fitting approach for a number of games—David Goodwin gave us an overview of a D&D-type approach yesterday—I don’t think it fits with the spirit of the fiction of Castle Falkenstein, regardless of whether it fits with the feel of the system in CF.
The key, of course, is to go back to Fate’s Golden Rule:
Decide what you’re trying to accomplish first, then consult the rules to help you do it.
The meaning of weapon rules in New Europa is very different from what David used yesterday for his discussion, for example. They’re not about the players’ shopping experience (to use a simile from Robin’s Laws of Good Gamemastering), nor realism, nor even much about tactical play.
What are the reasons to differentiate weapons in the Falkensteinian world? As we might expect, they’re all about supporting the fiction.
- To provide the appropriate sense of danger whether threatened by a reciprocator pistol, a hatpin, or a sabre.
- To differentiate character concepts in action: the duellist from the suffragette from the anarchist, for example.
- To provide a sense of the disparity between the very large and the very small which marks the setting, from ancient Dragon Lords to gallant pixies and from weapons of mass warfare to single duels.
- To provide variety in the Grave Perils faced by the heroes.
Because of this, I want weapons to make a difference, but it must be swashbuckling and exciting. The best match I found was in the Fate System Toolkit‘s “Armor and Weapon Aspects” section; here is my adaptation to Fate of Falkenstein. Continue reading “Fate of Falkenstein: Hack and Slash”