Hey, so this is very cool: RPG.net user thecosmicgoose has extracted the OGL bits from The Kerberos Club (FATE Edition) and made a system-reference document out of it. Now, admittedly, it's basically two chapters from the book with all the non-OGL stuff excised, so it's not exactly pretty, but hey, what do you want? No doubt the it'll be subject to some prettification later, and by someone other than me, because man, I do not know what I'm doing on that front.
Anyway, the SRD is here. Check it out and have at it!
Tuesday, October 30, 2012
Wednesday, October 24, 2012
[Atomic Robo] Playtest Round 3 Is Now
At last, the time is upon us, as foretold in the scriptures. By "scriptures," I mean "this blog, a few days ago."
Last night I sent out an email to the Round 3 playtesters. If you should've gotten it (because you sent in your signed Disclosure Pledge) but didn't, contact me and/or leave a comment here.
For pre-existing playtesters, this revision contains some pretty significant changes -- all improvements, from where I'm sitting. Weird skill construction has been spelled out more clearly. Ditto brainstorms, plus a minor change to how they work. One of the modes lost a skill. (Guess which one!) (It's Action.) All of the sample characters have been revised. A bunch of little typos have been fixed. Terminology has been updated. A chapter on the basics of Fate Core has been included. (About time, right?) Challenges have changed a lot. E-Z No-Math Character Creation has been simplified even further. Etc.
So yeah, it's been a pretty thorough revision. Every document got some attention to one degree or another, although the big winners were Modes, Skills, and Stunts and Challenges, Contests, and Conflicts (previously known as Contests, Challenges, and Conflicts). Part of this is because Fate Core is in an advanced stage of editing, which means I have a more definitive set of rules to draw from for ARRPG, and part of it's because we've gotten some great playtester feedback to incorporate. By "great," I mean consistent -- the commentary has been pretty uniform overall, which makes it easy to know what needs work.
In other words, thanks to all you playtesters who've gotten back to me with comments! Even though I haven't replied to all of you, because I'm just one put-upon man and you are legion, rest assured I read your emails and appreciate you taking the time to send them. Keep it up!
UPDATE: If you're not part of the playtest yet, it's not necessarily too late. Download this and follow the instructions.
Speaking of playtesting: Morgan Ellis, friend of the blog, ARRPG collaborator, and my platonic Fate-mate (starting to rethink that phrase now), is still looking for a couple of players for an ongoing ARRPG playtest campaign in the Los Angeles area. If you want in on that and you're cool -- what am I saying! Of course you're cool. You're reading this, aren't you? Anyway, get in touch with him if that's you.
Last night I sent out an email to the Round 3 playtesters. If you should've gotten it (because you sent in your signed Disclosure Pledge) but didn't, contact me and/or leave a comment here.
For pre-existing playtesters, this revision contains some pretty significant changes -- all improvements, from where I'm sitting. Weird skill construction has been spelled out more clearly. Ditto brainstorms, plus a minor change to how they work. One of the modes lost a skill. (Guess which one!) (It's Action.) All of the sample characters have been revised. A bunch of little typos have been fixed. Terminology has been updated. A chapter on the basics of Fate Core has been included. (About time, right?) Challenges have changed a lot. E-Z No-Math Character Creation has been simplified even further. Etc.
So yeah, it's been a pretty thorough revision. Every document got some attention to one degree or another, although the big winners were Modes, Skills, and Stunts and Challenges, Contests, and Conflicts (previously known as Contests, Challenges, and Conflicts). Part of this is because Fate Core is in an advanced stage of editing, which means I have a more definitive set of rules to draw from for ARRPG, and part of it's because we've gotten some great playtester feedback to incorporate. By "great," I mean consistent -- the commentary has been pretty uniform overall, which makes it easy to know what needs work.
In other words, thanks to all you playtesters who've gotten back to me with comments! Even though I haven't replied to all of you, because I'm just one put-upon man and you are legion, rest assured I read your emails and appreciate you taking the time to send them. Keep it up!
UPDATE: If you're not part of the playtest yet, it's not necessarily too late. Download this and follow the instructions.
Speaking of playtesting: Morgan Ellis, friend of the blog, ARRPG collaborator, and my platonic Fate-mate (starting to rethink that phrase now), is still looking for a couple of players for an ongoing ARRPG playtest campaign in the Los Angeles area. If you want in on that and you're cool -- what am I saying! Of course you're cool. You're reading this, aren't you? Anyway, get in touch with him if that's you.
Saturday, October 20, 2012
[Atomic Robo] Playtest Round 3 Postponed!
Heya, folks. Sorry to disappoint, but seeing as how it's Saturday night, I think I can safely say that I'm going to have to postpone the next round of playtesting to next week.
The past few weeks have been... profoundly unproductive, for a number of reasons -- not the least of which was the lymphadenitis that laid my son low this past week. It sounds worse than it is, but you know what? It's still pretty bad! He's okay now, though, and just in time for his birthday party tomorrow.
Anyway -- the Round 3 revision is pretty significant, so the additional few days' wait will definitely be worth it. E-Z No-Math Character Creation has been simplified even further, and I've cleared up how modes, skills, and actions are presented, which has important ramifications for other chapters as well (even if only in terms of consistency). There'll also be a chapter on "The Basics" of Fate Core, because it's kinda shocking there hasn't been one until now. And also other stuff. I'd rather own up to missing a self-imposed deadline than rush it.
So stick with me, Action Scientists. Better news to come next week.
Wednesday, September 26, 2012
[Atomic Robo] Son of Playtest Updates
Good news first: Everything's comin' right along. I just finished updating the intro scenario to the most current version of the rules and will be uploading it for all you currently active playtesters out there (as opposed to the inactive ones -- maybe I should call you "Action Playtesters" and "Resident Playtesters" instead) sometime on Wednesday. Which is today, from where I'm sitting.
Feedback has been very useful, so thanks for that. Most of it's along the lines of "There's a misspelled word on page four!" but hey, that stuff's important too, so it's all good. More of that and everything else, please. Keep it coming. You're helping make a better game.
Requests for a better character sheet have been heard. Unfortunately, they've been heard by me, but still I think what I have here is a definite improvement. I'm not saying it's the end-all-be-all or anything -- just that I like it more than the last one. I'll be uploading it (with a side of PCs) shortly after the intro scenario. If you have an Atomic Robo character sheet you've made for your playtesting group, or just because you like making character sheets, send it my way. (Unless you've already done that, in which case thanks for having done that.)
The bad news isn't really all that bad, but: I'm pushing Round 3 back by a couple weeks. Initially, I'd expected to time it with Big Bad Con, but owing to a few factors, including a totally unproductive first experience at SoCal Smackdown (...), I'm going to hold off. For one, I'd like to be able to incorporate a bit more playtester feedback, from home playtest groups and the Big Bad Con playtests. From my perspective, there's no rush to fix some desperately broken rule, so better to take more time on Round 3 and put out a more complete playtest packet rather than make you pick out subtle differences between the two versions like some overly wordy activity out of Highlights for Children.
Now, if you're in Round 3, which is a lot of you, but I guess you don't know it yet because I haven't told you, you're probably like, "Aw shucks." But don't be like that, because when you do get called up, you'll have a tighter, more complete game to play around with. I dunno. Sounds pretty good to me. Expect to see an announcement for that in mid-October.
And if you're reading this going, "What the what?" don't just go like that -- get in on the next round of the playtest. I expect it'll run through the end of October, so there's still time to sign up. Science needs you!
Thursday, September 20, 2012
[Atomic Robo] Playtesting at SoCal Smackdown
So hey! This weekend I'll be running Atomic Robo at SoCal Smackdown at the Anaheim Convention Center in beautiful-ish Anaheim, California. You may recognize Anaheim as the home of Disneyland, California Adventure, and fleeing suspects being shot in the back by local PD. Yes, you read that right! Disneyland!
I'll be there Friday and Sunday nights at 7:00 pm, so come on out. If you played ARRPG at Gateway or GenCon or wherever, this will be an entirely different scenario. Not only will we be playtesting the most current iteration of the rules, but I'm also taking the weird character and extras rules out for a spin.
In addition to a few proto-PCs -- they have just info provided in to start playing, but plenty of blanks for you to make them your own during play -- there'll also be a couple weird characters up for grabs:
- Henry, a rogue Helsingard warbot fighting its inherited impulses who's joined Tesladyne to atone for its creator's/clones' sins, and
- Jenkins. Jenkins.
Either or both should make for an especially interesting playtest -- especially if we have both of them in play. If you've read the Extras chapter in the playtest docs, that would make things... well, I'm just going to say "interesting" again.
Monday, September 17, 2012
[Atomic Robo] Round 2 -- Play!
Hey, so last night, as recklessly promised, the next round of Atomic Robo playtesting begun. If you got an email about it, that's you. Get to work!
Round 1-types, I'll send you an email today as part of our weekly check-in, but the revised playtest docs are up now if you want to download 'em. Everything labeled "Sept v2" is new or has been changed; everything else -- a ground total of one document -- is the same.
I'll go into the revisions in more detail in the email, but for those of you watching from the sidelines or still sitting on the bench waiting to get into the game (soon, I promise!), here's a short list of what's changed/new:
- Aspects chapter
- Extras chapter
- Challenges in general
- Hypothesis Challenges in particular -- they're not even called that anymore!
- Stress
- Skill terminology
- GM's fate point budget
- And much, much more!
I'm excited about the changes and new stuff, myself -- I think it's already a much-improved game, thanks to playtester input, and it'll only get better from here.
And if you want to get in on the playtest, it's not too late! Click here! Follow instructions! Remain calm! Trust in Science!
And if you want to get in on the playtest, it's not too late! Click here! Follow instructions! Remain calm! Trust in Science!
Thursday, September 13, 2012
[Atomic Robo] Playtest Updates
Lots of times, I like to make this joke I stole from Peter Schickele where I say "A number of people have asked me about [something-or-other], and both of them wanted to know..." etc. See, the joke is that it's not many people doing the asking, even though it doesn't sound that way at first.
I cannot make this joke with Atomic Robo.
Interest has been... high. Very high. A side benefit of this has been that I've really gotten familiar with contacts and mailing lists in Gmail. Just never needed to use 'em before! But now I really do, because as I type this -- and I'd have to check on this to make certain -- I'm pretty sure Round 3 of the playtest is full. Round 3. In case you're just joining this whole Robo discussion, I haven't even announced Round 2 yet.
Now, that said: Do not despair. If you're interested in playtesting, please please download the Disclosure Pledge and follow the instructions thereupon. These playtest rounds are like unto waves on the beach, one after another. I will get you in there somewhere.
So if you've done that already and you're not in Round 1, you're probably wondering, "Well, when do I get to get in on this?" Here's the scoop on that.
- I'm in the middle of a revision right now. The game has already gotten better, thanks in part to the feedback of the Round 1 playtesters, which has been invaluable. I'm especially excited about this revision, partially due to the Extras chapter, which I think is pretty cool.
- I expect to update the playtest docs this weekend. (An email will go out to the Round 1-types when I do.)
- Shortly after I do that, I'll also email the Round 2-types. So: to more definitively answer your question, this weekend. That's the Mike Olson Guarantee.
- Round 3, whoever you are (and there are a lot of you), I will get you guys up and running within two or three weeks. Thanks to Morgan and Chris, we've got a couple ARRPG playtests happening at Big Bad Con the first weekend of October, and I want to make sure that everyone involved gets to experience the best version of the rules I can make available. As it happens, the timing's perfect for Round 3.
- Assuming there is a Round 4, and I see no reason to believe there won't be, it'll probably begin around the middle of October. It'll also probably be our last round of playtesting, because we need to wrap this thing up by November at the very latest. (Originally, it was October, but the parallel development of Fate Core, and the resulting revisions and rethinking of ARRPG, kinda messed with that a bit. Fate Core's awesome, by the way.)
For the record, even though I said I'd only be taking 20 groups in Round 1, I took... more. And even though one could reasonably assume I'd only earmark another 20 groups for Round 2, I've earmarked... more. Because I'm a big softie and have a hard time saying no to Atomic Robo fans.
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