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Strands of Fate 2e Releases This Friday

Started by PencilBoy99, September 11, 2018, 03:45:19 PM

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PencilBoy99

Strands of Fate 2e should be available this Friday on DriveThroughRPG. It's a really sweet, crunchier / more defined version of Fate from before Fate Core.

I have no relation w/ the product other than liking it and signing up for the Beta.

HMWHC

Quote from: PencilBoy99;1055744Strands of Fate 2e should be available this Friday on DriveThroughRPG. It's a really sweet, crunchier / more defined version of Fate from before Fate Core.

I have no relation w/ the product other than liking it and signing up for the Beta.

When FATE started becoming popular a few years back I took a look at it and wondered what all the fuss was about? I tried to like it, but it just wasn't for me. But I did buy the original Strands of Fate and Stands of Power book as it was imo putting the Fate system on a more solid ground than the meta-story-slush it generally is.

Any-whoo, so for someone who owns 1E of SoF, what are the changes/improvements to 2E SoF?
"YOU KNOW WHO ELSE CLOSED THREADS THAT "BORED" HIM?!? HITLER!!!"
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Rhedyn

#2
This guy did Nova Praxis setting for Savage Worlds and it's probably the deepest most complex version of Savage Worlds on the market (Savage Rifts gets bigger numbers, but I think managing your custom sleeves and having to abstract a post Scarcity economy makes it more complicated)

In GURPS terms it's a TL12 society with lower TL super science (I think TL 10).

PencilBoy99

Hmm... I'm not expert. It seems to have a bunch of stuff from both of the Strands books (e.g., it's got powers and stuff). I think it reflects several years of his own implementation of Fate with Nova Praxis, which is a setting he did with both Fate and Strands. It's definitely a refined version of v1, since v1 had like 9 character aspects and he's whittled that way down.

Brand55

Quote from: Gwarh;1055747Any-whoo, so for someone who owns 1E of SoF, what are the changes/improvements to 2E SoF?
From the Void Star website:
QuoteSo let's talk a little bit about that. What is Strands of Fate 2e?

The original Strands of Fate was a labor of love and one of my proudest achievements. And yet, it was way too ambitious of a project for someone who had, at the time, never really published anything before. It was designed to be a massive toolbox, created to empower you to use the Fate game system to play pretty much any sort of adventure game. And while I think it largely succeeded, it did it by sheer brute force and page count.

A Solid Core
With Strands of Fate 2e, we're taking a different, more focused and clear, path to the same destination. Strands 2 is designed around a central core set of rules. These rules, Skills, Aspects, Fate Points, Stress.... the Fate classics; they're all there in the core. They make up a solid foundation upon which all Strands of Fate campaigns are built upon, and remain pretty consistent regardless of genre, power level, and other options.

Is it a Fate Core game? No, not really. Fate was first introduced in Spirit of the Century. The first Strands of Fate was born out of a desire to take what was in SotC and create a generic core rule set. And since that time, Evil Hat has gone on to create their own version of that.

This left Strands of Fate to become something of a diverging branch of Fate. And Strands 2 continues along that line. It's core rules borrow heavily from the work we did with the Fate version of Nova Praxis; which served as our starting point early in development.

Strands of Fate 2e certainly shares a lot of DNA with Evil Hat's Fate Core, but we are not branding it as a Fate Core game. Strands of Fate is its own distinct version of Fate.

Strands and Schemas
So what's beyond the core?

Branching out from the core rules are Strands, distinct rules modules added to, or layered over, the core rules to create a more refined experience. It includes Strands that make Aspects play a larger role in the game, and Strands that make Aspects play a smaller role. There are Strands that up the PC lethality of the game, and Strands that make it safer. There are multiple character advancement options, different initiative options, sanity rules, miniatures rules, and much more.

And unlike Strands 1e, where the variant rules were sprinkled all throughout the book, the Strands in Strands of Fate 2e are clearly noted and confined to their own section of the book. This makes it easier to read and understand the core of the game system before muddying the waters with a tidal wave of options.

And to further help GM's and players tailer their experience, we're introducing Schemas. A Schema is a sort of blueprint for your campaign, and there is a chapter in the book devoted to walking the GM through building his campaign's Schema. It asks lot's of questions; questions like: "How lethal to the PCs do you want the campaign to be?" "How much narrative control do you want players to have?" "How big of a role to you want wealth and equipment to play in your games?" And depending on your answer to these questions, it suggests which Strands you should consider adding to your Schema.

And of course, we provide some sample Schemas. In fact...

"Strands of Cthulhu"
One of the Schema's already in the Alpha version of the book is entitled "Strands of Cthulhu". And as you've probably already figured out, its a Schema that provides advice for using Strands of Fate 2e to run a campaign in which your PCs investigate and confront alien horrors from beyond.

This particular Schema currently clocks in at four pages, in which we provide an overview of Lovecraft's setting, advice for the sorts of characters the PCs should create, some sample Campaign Aspects (which can either be simple flavor, or provide mechanical effects, depending on the Strands you choose), a discussion of the setting's Tech-Level, the character's starting Power and Experience Levels, what Races, Skills, Perks, and Powers are available, and what Strands are required, recommended or expressly not recommended.

It then goes on to introduce the special Mythos Lore Affinity Skill, Mythos Tomes, and some advice about ancient rites and how the GM can use them in the game, as well as how PCs might access and use Mythos Sorcery.

Other sample Schemas will get the same treatment, and cover classic fantasy, modern super heroes, and a few other common genres.

Powers!
One of the things players seems to love about Strands of Fate is the vast array of powers available. And on that front, Strands of Fate 2e once again delivers.

But one of the biggest differences is how Powers are obtained and activated. In the original Strands, each Power had a built-in assumption about how it was activated and/or what the costs where (though most had modifiers that allowed you to change this.)

In Strands 2, the Powers are much more agnostic in that regard. In fact, their write-ups don't even mention how they are activated. How a player gets their Powers, and how they activate them, are explained by special Perks called Aptitudes.

For example, let's look at Arcane Apprentice. When you take the Arcane Apprentice Aptitude, you gain one rank in the Arcana Affinity Skill, gain the Cantrips Meta-Powers, and you may choose one Power with the Ritual Activation Limitation. You may then learn additional Powers as you gain Experience and take additional Perks along the path to becoming an Archmage.
I don't know if it's a must-buy for me but I'll probably check it out. SoF is probably my favorite version of the Fate system, and I'm very glad this new edition isn't going down the Fate Core route. Plus, Void Star puts out the best damn PDFs out there. That alone is worth some support.

Armchair Gamer

Really looking forward to this--I've been intrigued by FUDGE/FATE for years, since Cam Banks passed an early copy of FATE 2E on to me, but Fate Core is just a bit too ... I'm not sure. "Abstract," "waffly" and "subjectivist" all seem almost but not quite right. Strands seemed more objective but a bit too crunchy from what I glanced at, and I was just waiting for the more streamlined-sounding 2E to take the plunge.

Christopher Brady

Quote from: PencilBoy99;1055744Strands of Fate 2e should be available this Friday on DriveThroughRPG. It's a really sweet, crunchier / more defined version of Fate from before Fate Core.

I have no relation w/ the product other than liking it and signing up for the Beta.

It was way too rules 'crunchy' in the first place!  They added MORE???  Yikes.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Armchair Gamer

Quote from: Christopher Brady;1055764It was way too rules 'crunchy' in the first place!  They added MORE???  Yikes.

The comments from Void Star Studios and elsewhere read to me like they've found leaner ways of achieving the design goals.

Rhedyn

Quote from: Christopher Brady;1055764It was way too rules 'crunchy' in the first place!  They added MORE???  Yikes.

Crunchier than FATE not strands of fate 1e

PencilBoy99

No it seems less crunchy and more elegant than Strands of Fate 1e. However, it's more crunchy than Fate Core, which is its explicit design space.

Daztur

FATE can be fun for comedy games but there's always one person in the group who just cannot wrap their head around the FATE point economy. With other games you can have someone who doesn't get the game and they can just narrate what they're doing and the DM tells them what to roll and things work out OK, but FATE really doesn't. Makes it hard to rely on it when you know that some person in the group is just going to soldier through it. Still fun for goofy convention games though.

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