So we have been playing six sessions of EP with the Fate ruleset and I wanted to share some thoughts. I have GMed the intro scenario in the quickstart rules, Mind the WMD, and the first scenario of the Blinding Heights campaign, Chain Reaction. I have a couple of years ago GMed both using the original BRP rules but with another player group. I have also GMed several scenarios with the older versions of Fate in other settings.
* Fate is generally a good fit for playing EP. This is especially true for introing players into the big, deep world of EP. It allows you to jump start everything and just forget alot of hard to grasp ideas. It is also fun.
* One of the things that it lets your group grace is the mesh and its social life. I really miss the social economy of the BRP rules but to be fair, the basic Fate system works fine. I just need to forget about a controlled environment of requests and contacts and accept that I need to discuss with the group what a roll of 1 shift on civ-rep gets a character in this specific case. This is hard though, converting scenarios from using the BRP rules you get a lot of “@-Rep, MoS +30:”-specific guidelines for distributing info to the players. And those are hard to discuss without giving them away. I usually go by
1: Player description, e.g. “I ask the gangster thug we met earlier...”. The more specific description the more it will override special networks and MoS if applicable.
2: Character background. If she/he is a scientist a civ-rep roll will primarily target the R-net.
3: 1 shift success: level 2 favours. 2 Shifts = MoS 30 and lvl 3. 3 Shifts = MoS 60 and lvl 4. 4 Shifts: lvl 5.
* Speaking of converting scenarios, this is otherwise fairly easy. Fate is a loose system focused on storytelling so in many cases you can wing it. I only prep NPCs. Would probably be a lot harder going the other way, Fate -> BRP.
* Also, the scenarios have a higher chance to derail (as in the players solving a problem in a way not intended/mentioned in the scenario) I would say. I however like this…
* EP for me always felt very realistic in its way of portraying combat, BRP systems usually are. Not that I actually know anything about that but I mean compared to gamey rules. It is a simulation of reality rather than a minigame. If the player group fights a group of the same number of NPCs with same gear, it’s about 50% of TPK? That is not true for Fate if you go by the usual NPC ladder of grunt -> leader -> character -> boss. I started out going by the ladder but decided to make proper characters of all NPCs, including Henchman #3, and rather not defining all the skills if short on time. This may lead to that we introduce weapon damage due to longer fights. We will see.
* I really miss defined gear stunts in the Transhumanity’s Fate core book. I understand that this may double the page count of the book, but just some very basic examples. “Saucer bot: +2 notice when outdoors.” or something. How about a stunt gear list pdf?
* I still use the normal… physical world of the old core book to determine if stuff is actually possible. As in “do a player character have any chance to spot a hidden enemy that is using an invisibility cloak?”, if no then there will be no skill roll. According to Fate rules I think it would be to roll and if the outcome is really good the character would spot the enemy. It just feels wrong to “negate” the scientific feel of a hard sci-fi like EP...
* And also, we are using the morph deck which helps alot. I bought it for the first group and thought it would be nice to have now. And it is :)
We will continue with Dance with the Devil. I will return if brain can has more think.