<div>My combats haven't been cakewalks, but my players and I are still new to this. I believe Diaspora combats are supposed to be short and deadly, to be more realistic, though YMMV.</div>
<div> </div>
<div>On Tue, Jan 12, 2010 at 10:49 AM, Buzz <span dir="ltr"><<a href="mailto:buzz@buzzmo.com">buzz@buzzmo.com</a>></span> wrote:<br></div>
<div class="gmail_quote">
<blockquote class="gmail_quote" style="PADDING-LEFT: 1ex; MARGIN: 0px 0px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">The reason I'm amenable to the CF hack is that I've found my NPCs run out of Fate Points pretty quickly, and combats<br>
are a cakewalk. I've only run three sessions so far, but I don't think any PC has had to take a Consequence yet. But,<br>we could just be doing it wrong...<br>
<div class="im"><br><br>> -------Original Message-------<br>> From: Jeffrey Hosmer <<a href="mailto:jhosmer1@gmail.com">jhosmer1@gmail.com</a>><br>> To: <a href="mailto:diaspora@phreeow.net">diaspora@phreeow.net</a><br>
</div>
<div class="im">> Subject: Re: [Diaspora] Fate Points a la Chronica Feudalis<br>> Sent: Jan 12 '10 8:29am<br>><br>> Yeah, it's one of those things that seems like a good idea, but I worry<br>> about unexpected consequences when you start changing things in games.<br>
><br>> Since I'm playing a lot of Diaspora now, my observations will be<br>> limited to its effect on that game.<br>><br>> First thing that occurs to me is that it would have a bad effect on the<br>> mini-games. It seems to me that the mini-games have a built in limitation<br>
> in that eventually everyone runs out of chips and has to accept the<br>> consequences of die rolls or seek a concession. This method of handling<br>> Fate Chips gives an infinite supply to the NPCs (and then to the players).<br>
><br>><br>> Next, if the NPC tags or invokes a lot of things, he could Take Out a PC...<br>> making the extra Fate Chips a poor consolation to the player. This could<br>> be countered by capping the amount of invokes and tags an NPC can make.<br>
><br>> I'm sure there would be other consequences. Over all, this method of<br>> handling Fate Chips seems better suited for a Pulp-ier game than Diaspora.<br>><br>><br></div>> On Tue, Jan 12, 2010 at 9:18 AM, Buzz <[LINK: mailto:<a href="mailto:buzz@buzzmo.com">buzz@buzzmo.com</a>]<br>
<div class="im">> <a href="mailto:buzz@buzzmo.com">buzz@buzzmo.com</a>> wrote:<br>> FYI, I was the one who asked that on the FATE Yahoo! group, and I would<br>> also love more insight into using it as an<br>
> option.<br>><br>><br>> > -------Original Message-------<br></div>
<div class="im">> > From: Jeffrey Hosmer <[LINK: mailto:<a href="mailto:jhosmer1@gmail.com">jhosmer1@gmail.com</a>]<br>> <a href="mailto:jhosmer1@gmail.com">jhosmer1@gmail.com</a>><br>> > To: [LINK: mailto:<a href="mailto:diaspora@phreeow.net">diaspora@phreeow.net</a>] <a href="mailto:diaspora@phreeow.net">diaspora@phreeow.net</a><br>
> > Subject: [Diaspora] Fate Points a la Chronica Feudalis<br>> > Sent: Jan 12 '10 5:40am<br>> ><br>> > I was reading the FATE mailing list, and someone mentioned the way CF<br>> uses<br>
> > NPC Fate points. Instead of giving the NPCs a set amount of Fate<br>> Points,<br>> > it gives them none, but when the NPC wants to invoke or tag, the GM<br>> must<br>> > give a Fate Point to whichever PC is most effected by the NPC's<br>
> action.<br>> ><br>> ><br>> > This appeals to me because then I don't have to keep track of<br>> multiple<br>> > little piles of chips, but I worry that it might majorly screw with<br>
> the<br>> > Fate economy and the feel of the game in Diaspora. Does anyone have<br>> any<br>> > ideas about using this system, pro or con?<br>> > --------------------<br>> > _______________________________________________<br>
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