I just wanted to share what the playmat looks like right now.
Edit: To answer questions I received, the blank character card was made with the GNU Image Manipulation Program (GIMP) 2.10. The original dimensions are 1000×700 but I place the card at 50% size, 500×350, so it will look good even zoomed in. If you would like to use them, here is an archive with .xcf, .psd, and .png format files. The fonts used are Alenia by shanayastudio and Spotnik demo by Alexatype.
I place copies of the blank card on the Map & Background layer on Roll20. The character info is filled on the Objects & Tokens layer in Contrail font.
The Fate bookmark is available from Evil Hat Productions as a free download. And I discuss the aspect tokens in a how-to post on Evil Hat’s website here.
For more tips, including where I got the idea of the character cards from, see How to Run Fate Online.
We had our Session 0 for our Fate adaptation of The Expanse, leaving me with scribbled notes for adventure- and world-building.
Focus and Sub-Genre
Our strawpoll on themes and genre resulted in the following votes from four players:
Political intrigue: 3 Action and suspense: 2 Character drama: 2 Spaceship combat: 0 Mystery and investigation: 3 Horror: 0 Espionage: 3 Wacky hijinks and banter: 2
Setting Issues
At the moment I’m going with the following issues:
The Truth About Eros
The Churn Throws Unlikely People Together
Faces and Places
Some of the movers and shakers at the UN and their extended network will probably feature in the backdrop. We discussed the following characters from canon:
Sadavir Errinwright
Chrisjen Avasarala
Cotyar Ghazi
Arjun Rao
In addition, we have a new NPC, Thomas Marshall III, the CEO of Marshall LifeTech and father to one of the PCs. He moves in rarefied circles and has some pull with the UN.
Players also mentioned Tycho Station as a place they would like to check into, and Camina Drummer as someone to interact with.
Venus, with possibly old half-built orbital staging platforms meant for the abandoned cloud cities project.
The rings/gates have not yet made their appearance at the start of our campaign. (In other words, we’re aiming more for Outland than Stargate.)
The Main Cast
Our four main characters:
Thomas Marshall the Fourth
Tom is a young man of 22 and he’s the only son of Thomas Marshall the Third, the CEO of Marshall LifeTech, a big player in life support systems. Tom has a lot of crazy conspiracy theories and his father indulges his little “journalistic” endeavors, but Tom lacks experience with the hard edges of the real world. Tom has managed to convince his family to fund a “fact-finding expedition” to Venus to follow one of his many flaky theories, but Thomas Marshall III made sure to add one trusted member to the crew, a young diplomatic attaché called…
Gabriel-Adan Zhao Cantador
Sometimes familiarly called Gaz, Gabriel-Adan Zhao-Cantador is an independent consultant, formerly affiliated with the United Nations Diplomatic Service. Zhao-Cantador was raised in a family on Basic in one of the Earth-Moon LaGrange-4 point. During school, [TBD] inspired Zhao-Cantador to push for a space at the Lower University. Zhao-Cantador studied political science at university and then accepted a position at the United Nations Diplomatic Service before being seconded to the Diplomatic Intelligence Directorate for further training.
While posted as a legal attache at a small station in the Belt, Zhao-Cantador exceeded his authority in authorizing refugee visas for Belters in need of relocation to Earth-jurisdiction, setting them up on Basic Assistance without prior clearance. Had this been a matter of simple corruption, the right people would have been paid, and the situation would have been ignored.
It wasn’t.
As a result, Zhao-Cantador was summarily recalled to Earth, and placed on paid administrative leave. While awaiting disposition of his career, Zhao-Cantador was referred to a meeting with Thomas Marshall.
Keilana Kamealoha
A proficient if quirky xenobiochemist and the first (and possibly only) child born on Triton. Their parents were also xenobiochemists, sent to examine exoplanets with the big Triton arrays for signs of life. Extra mouths were unwanted so everyone was on some form of birth control, but mom and dad were on a timetable so they smuggled a fertilized embryo up with the rat and monkey embryos. Hilarity ensued. Born and raised Triton among a great community of science nerds.
Cécile Izakawa
Born on Eros, from a proletarian family. Her dad was a union representative on a drydock of Eros. Her mom worked menial jobs like cook, EVA suits repairs, whatever she could do to feed her kids.
Self-made woman who had to get her education through work and apprenticeship. She started working when she was 12 on small ships tasked to remove dangerous debris from stations vicinity. Tough jobs that involved EVA, piloting drones, heavy machinery. Later she got also involved in the commercial aspect of the trade: negotiating price of scrap or removal of hazardous material. When she reached her twenties, realizing that she’d be stuck in dead-end job if she didn’t switch career, Cécile got involved with smugglers and low grade criminals which opened her horizon to more profitable job opportunities. Now she wants to know the whole truth about Eros and everyone she lost there.
Cécile is a tall lanky woman. She sports very short hair usually by habit. It’s cleaner and you don’t get Belter lice this way.
On with our adaptation of The Expanse to Fate! Along with character creation and ship combat, spaceship construction is one of the most important pieces in this system conversion. Compared to character creation, however, we don’t have as good an internal blueprint for how ships should be modeled in a role-playing game.
As I explained in my interlude, how detailed the ship rules should be in a specific campaign depends on how interested your group is in directly controlling ships and how often this element will show up in the story. At the most basic, ships may be a backdrop, important but more of a scenery aspect the way space stations or planet-side locations may be. At the other end of the spectrum, ship-to-ship combat may be a your characters’ bread and butter.
I gave my players a mini-survey to see where their interest lie: Political intrigue, Action and suspense, Character drama, Spaceship combat, Mystery and investigation; Horror, Espionage, or Other. The two options that go no votes were horror, which didn’t surpris me, and spaceship combat, which did. I had my answer: keep the spaceship combat rules light for my players, don’t burden them with detailed mechanics they’re not interested in using. (Good thing I asked first!)
Therefore, I will use the lightest version possible in my own campaign; in essence, I will treat the AGE System ship profiles as narrative descriptions. Does it say the ship has a med bay? OK, your PC gets a bonus for recovering from appropriate conditions such as Injured or Wounded. Does it have an advanced sensor package? You’ll see other ships coming a little earlier in the fiction.
However, I promised you a more detailed version and here it is. I largely based it on Tachyon Squadron and its supplement, the Spaceship Construction Toolkit, but I do follow The Expanse RPG as closely as I can, especially in the technology lingo.
In case you’re wondering about the next installment in our series, I’ve been musing about ships and space combat. I have one way of doing things based on staying as close as possible to the write-ups in The Expanse RPG, and another based on the ship rules from Tachyon Squadron and its supplements.
It’s going to come down to what my players want for a series framework: if they’re going to go have a lot of ship-to-ship battles where their PCs are in charge of the action, then I want solid rules – meaning derived from Tachyon Squadron. But if they are going to be mostly bystanders like the captured crew of the Knight aboard the Donnager, then just lightly adapting the AGE System rules and using them in broad strokes suffices.
Both approaches can be used in parallel. I can write up both sets of rules and make them available for fellow fans; however, as GM I want to start with what’s immediately useful to me and will not confuse my players. That said, I promise you I will give you both, in time.
Finally, if you do not care about staying close to the published game The Expanse RPG but only about the books or television series (e.g., if you don’t already own the RPG nor plan to), and want a Fate solution, you might want to take a look at Evil Hat’s Fate Space Toolkit. It contains a handful of ready-to-go campaign settings and one of them, called Mass Drivers, would be a good fit for The Expanse and particularly for a Belter campaign If you’re starting from scratch, it’s an excellent choice.
That said, I love the amount of useful material in The Expanse RPG and its supplements so I will continue to use it a lot in my Fate version.
Continuing from my previous post: let’s look at creating some GM characters. This is a spot where Fate really shines for me, making my life easy as the game moderator. You see, while it’s true of any role-playing game, Fate is one of the few that openly acknowledges that adversaries don’t need to be statted the same way as player characters. At all. They don’t even need to use the same skill list. For example, here is a way to make very minor antagonists, a.k.a. mooks:
Make a list of what this mook is skilled at. They get a +2 to all rolls dealing with these things.
Make a list of what this mook is bad at. They get a −2 to all rolls dealing with these things.
Everything else gets a +0 when rolled.
Give the mook an aspect or two to reinforce what they’re good and bad at, or if they have a particular strength or vulnerability. It’s okay if a mook’s aspects are really simple.
Mooks have zero, one, or two boxes in their stress track, depending on how tough you imagine them to be.
Mooks can’t take consequences. If they run out of stress boxes (or don’t have any), the next hit takes them down.
This method is found in the Fate Accelerated Edition but used widely throughout the Fate range of implementations. It works very well for the lowest category of speedbump adversaries, dangerous mostly when in numbers or as impediments to slow the PCs down and let the real target escape. For example, I give you the hooligan: Continue reading “The Expanse in Fate: NPCs”→
As I’ve mentioned a couple of times recently, I have put in a lot of work in creating modules for Evil Hat Productions on the Roll20 virtual tabletop (VTT). Of the 36 modules I have worked on, 29 have been Fate modules, 21 of which have been released on Roll20 already. And this really drove home the point that circumstances have driven me to a Fate-less gaming schedule right now: none of the games I have played this year are powered by Fate. This is unacceptable and there was only one thing to do: start a Fate game.
Setting-wise, I have been itching for a long while to play hard science fiction. Rather than going for a ready-statted Fate setting, I decided to adapt The Expanse. It’s funny, of course, because the book series and later television series have their origin in a role-playing campaign led by one of the authors (GURPS, I believe). A couple of years ago Green Ronin Publishing picked up the license and published The Expanse Roleplaying Game based on their AGE system, which I had played in Dragon Age and run in Blue Rose 2nd edition.
I feel that Fate is a great system to run and play exciting adventures in this setting, and it certainly makes preparation easy for me as GM. On the other hand, The Expanse RPG is crammed full of information and I want to get as much of this goodness as I can, not reinvent the wheel. This led me to hew as close as possible to the original character stat profiles.
Here is how I paralleled the AGE character creation in my Fate version. The steps listed are those from The Expanse RPG and the notes describe how I adapted them.
After a delay of over two years, I finally ran Fate of the Inquisitor for the first time yesterday at KublaCon. It was a moral victory to finally be able to do this!
This game is my hack using:
the rules of War of Ashes: Fate of Agaptus I wrote for Evil Hat Productions (PDF available on a pay-what-you-want basis on DriveThruRPG, and Open Content rules on Fate SRD);
particularly as presented in the Dark Heresy role-playing game from Fantasy Flight Games/Ulisses Spiele, and
borrowing the random tables from my husband’s Fiasco 40K playset for, well, Fiasco.
Why? Because on the one hand I don’t enjoy the native system for Dark Heresy, it’s just not my cup of tea; and on the other, we have a bazillion WH40K miniatures which were handy to demonstrate the miniatures rules for Fate from War of Ashes: Fate of Agaptus.
I had four players, including my husband Edmund. The other three players (the very nice Gregg, Thomas, and Jon) were new faces to us and to each other. Edmund is well-versed in both the WH40K universe and in the Fate rules I was using, of course. However, the other players had minimal knowledge of either setting or mechanics. Their role-playing background was primarily from games like D&D or GURPS, and were there to learn about the Fate system. Continue reading “Play Report: Fate of the Inquisitor”→
The news I alluded to in a recent post have been officially announced: in addition to acting as project manager for new books in the Fate line, I am now also stepping in to replace Leonard Balsera as Fate Line Developer for Evil Hat Productions.
Lenny is stepping down to be able to keep up with his own increased responsibilities as COO and Creative Director of John Wick Presents. He has been with Evil Hat and working on Fate in its various forms for nearly 15 years. He is instrumental in creating some of the features I like best in Fate Core, the current version of the system. He is savvy, personable, knowledgeable, creative, and who knows how I will be able to follow such an act!
It’s tremendously flattering to have been invited to fill in the role of line developer for Evil Hat’s flagship line, and even more so when picking up the mantle after someone like Lenny. And it’s wonderful to be associated more closely with Evil Hat, since they have been such great people to work with and for.
One of my official mandates will be to bring even more diversity to the talent pool in all roles (writers, system developers, editors, artists, and so forth.) I will redouble my efforts to attract to our projects skilled people who are as diverse as the world I see around me.
Finally, I will also be scouting for new third-party games based on Fate for which the creators would like printing, distribution, and marketing support. Of course such games need to fit in with Evil Hat’s release windows, quality standards, etc.
26. What’s an RPG item that provides awesomely useful resources?
There are so many games that provide wonderful resources, whether it’s game-mastering advice, bibliographies, play aids, online content, or a vibrant support community. It’s hard to pick just one, but I will go with Fiasco because there are now so many playsets you can enjoy, both official and fan-made, that you can now use the framework to do much more that its original mission. Few people are availing themselves of of it for continuing series, I should write something on that one of these days! but in the mean time, you have so many worlds to pick from…
Today’s default question was too similar to others I’ve just answered (”What RPGs are easy for you to run?” calls for an answer that’s pretty close to the one I gave for “What is an awesome RPG you enjoy adapting?”) So I decided to ask myself a different question, and answer it. 🙂
I want to celebrate fan-made and shared materials. There are so many, so I will just point to a few of different types.
Yes, I do realize that the distinction between fan and professional is very subjective in the world of role-playing games. I’m just trying to shine a spotlight on quality resources created for love of the game and generously shared.