I’ve started to outline the basics concepts for my game, and at first, I intended to run it using Fate, but, the…

I’ve started to outline the basics concepts for my game, and at first, I intended to run it using Fate, but, the…

I’ve started to outline the basics concepts for my game, and at first, I intended to run it using Fate, but, the more I write the concepts out, the more I realize, it really is starting to look like a PbtA game with a sort of Fate point like mechanic. Are there any PbtA games that have elements of Fate blended in (like some variation of Fate points)? Or has anyone experimented with the idea?

I’m still very new to PbtA, I’ve just played Dungeon World, and am reading (and going to soon try running) Urban Shadows.

22 thoughts on “I’ve started to outline the basics concepts for my game, and at first, I intended to run it using Fate, but, the…”

  1. I’ll look it up, thanks.

    Do all PbtA games use 2d6 as well, or are there any that vary it up from that? I know usually switching what dice a system uses is a no no, but, curious.

  2. Megan Bennett-Burks Undying also does away with the dice mechanic.

    There’s nothing that requires 2d6+stat, but it works with the -2 to +3 stat range, so most hacks have kept it on rather than come up with something new.

  3. That one sounds familiar to me (City of Mist) I’m pretty sure that someone mentioned wanting to run it to me at some point…

    I have only played one diceless game, surprised to see some have been made for PbtA

  4. Colin Spears I definitely disagree that 2d6 is core to the system. It’s useful and convenient, sure, but as mentioned, Undying doesn’t use dice. Blades in the Dark is a couple steps removed from Apocalypse World, but still defiitely PbtA at heart, and it uses a d6 pool instead of 2d6. A believe a lot of Vincent and Meg’s smaller PbtA games don’t use 2d6 either.

  5. Huh, I have Lady Black Bird. So far City of Mist looks pretty promissing, especially as it’s a very intentional overt attempt to blend those two systems looks like.

    I’m mainly thinking of using Fate points (well, something kinda like them) as a currency for the character’s ability to impact narrative (meaning the PCs are beings with some degree of narrative power and are aware of their ability to do so, as opposed to standard Fate where the player is doing so, rather than the character). Aspects probably won’t be a thing, well, at least not to the extent they are in Fate, but I’m unsure.

  6. Megan Bennett-Burks(null) The (unreleased apart from a QuickStart) new KULT uses 2d10, but people have also said that it changes the dynamics of results. Maybe check it out.

  7. huh, somehow I didn’t realize the new Kult was going to use something other than 2d6… interesting. But, yeah, that’s one that as soon as it is out I want to grab it. I played Kult using Fudge a few times.

  8. Megan Bennett-Burks(null) If you want to switch up (or out) the dice, try it! Your math will change, and so will other things about the way the game works, like the flow of play and the tactical experience of the players, but try it, it might be that your game wants a pair of d8s and a d10. Or cards. Or coins. Or no dice. One of the folks I’m mentoring made a PbtA game using a hand of cards as your options. If you have a hunch that you want to try something, try it!

  9. I like the idea of strings, they are different than what I was going for, but, what I gather of the basic idea is tempting.

    I’m also tempted to experiment with 2d8 or 2d10… mainly because it gives you more room to play with modifiers. I don’t want to go hogwild with modifiers, but with 2d6 it seems like an awful lot of restraint is needed, whereas maybe the other ones might give just enough breathing room.

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