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Question Whateley Academy RPG (Fate Core System)

5 years 1 month ago #1 by NatalieRath
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  • Would anyone be interested in a pen and paper RPG? I been working on an idea to run Fate Core RPG. Most likely it's going to be using most of the Venture City supplement.

    (And also since this way it's so much easier compared to Mutants and Masterminds. I mean I like the system but I have no experience in that).
    5 years 1 month ago - 5 years 1 month ago #2 by Schol-R-LEA
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  • As it happens, I had looked at using Fate Core for a WA campaign that I was trying to start about three years ago. Unfortunately, the group I was in didn't seem especially enthused about the campaign idea so it didn't go anywhere.

    Which doesn't mean yours won't. I would be interested in seeing how you adapt Fate for the setting.

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    Last Edit: 5 years 1 month ago by Schol-R-LEA.
    5 years 1 month ago #3 by NatalieRath
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  • I was probably gonna make up another school but the school is pretty much like X-Men. The school is a more hidden one where instead of Battle Simulations they send them out on covert tasks as practical experience.

    It will definitely take place after Gen 2 to avoid colliding canon and stuff. :D

    And Fate Core/Venture City is literally a supplement for Superhero shenanigans. I tried that and also OVA system RPG. Both work really well since it's mostly roleplaying and how you roleplay your powers in situations.
    5 years 1 month ago #4 by null0trooper
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  • NatalieRath wrote: I was probably gonna make up another school but the school is pretty much like X-Men. The school is a more hidden one where instead of Battle Simulations they send them out on covert tasks as practical experience.


    Like DeVille Academy or the Yama Dojo?

    Forum-posted ideas are freely adoptable.

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    5 years 1 month ago #5 by Bek D Corbin
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  • How about OlymPYC (Paranormal Youth Cadets)? They're run by the US Army, aren't entirely mutants, and they're trained to be as quiet as they can
    5 years 1 month ago #6 by Astrodragon
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  • NatalieRath wrote: I was probably gonna make up another school but the school is pretty much like X-Men. The school is a more hidden one where instead of Battle Simulations they send them out on covert tasks as practical experience.

    It will definitely take place after Gen 2 to avoid colliding canon and stuff. :D

    And Fate Core/Venture City is literally a supplement for Superhero shenanigans. I tried that and also OVA system RPG. Both work really well since it's mostly roleplaying and how you roleplay your powers in situations.


    You're assuming Whateley will survive G2!?
    Gosh, you folks are so gullible!

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    5 years 1 month ago #7 by CrazyMinh
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  • Yo everyone, just dropping in here:

    In answer to this, when I was thinking about how to best create a Whateley Academy RPG; I had a look at a bunch of different superhero RPG systems, as well as some more general ones like GURPS or the D20 system.

    - While Mutants & Masterminds is pretty well-suited, it's a little...less suited in terms of fluff/crunch compatibility. For one, it works on a system that isn't fully adapted to the power system in the WU, and it also doesn't represent the Lovecraftian elements present in the WU to the best of its ability.

    - Fate Core is pretty decent, although it falls into the trap of being a little too specific in terms of the themes and the rules. It isn't necessarily incompatible. it's just more suited to running a campaign within that system without major overhaul. In actual fact, this can be said of most of the RPG's I looked at, as I was more-or-less trying to find a system that could be easily adapted to suit the needs of a WU RPG.

    - I did consider using GURPS, but I couldn't find any copies in my local Good Games, and I refuse to trust vendors like Drive Thru RPG after I paid a hideously expensive amount of money for a game that later turned up in a second-hand sale at the said local good games for just three dollars, which arrived with water damage and some unidentifiable substance smeared all over the packaging. I won't trust anything that gets transported via cargo ship now. I thought shipping containers were meant to be watertight anyway, but I guess I was wrong. I did find a old 1st edition digital copy, but it wasn't for the right variety, and the rules were hideously overcomplicated in my personal opinion.

    - While the d20 system is amazingly versatile and capable, I didn't want to use it because...well...everyone uses it. It's also not the best for superhero games, which I find function better with d6 dice pools. It's much easier to keep track of power levels without confining every check to a array of 20 values, which is limiting when deciding an outcome. I think. I'd have to think about the reasoning a bit more, since I've forgotten my reason for not wanting to use the d20 system. It was a while back when I made that decision.

    There were a few other Superhero Noir systems I checked out, but all basically fell under the categories of 'Too Complicated'. 'Too Specific', 'Too Basic', or 'Doesn't fit the WU Fluff enough'.

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