Did everyone have a good Christmas or whatever? Ours was... a little more complicated than we'd expected. And I'm pretty much run off my feet as a consequence. But in celebration of the Fate Core Kickstarter campaign hitting 5,000 backers yesterday, here's a tiny little preview of Atomic Robo: The Roleplaying Game. Specifically, it's an example of how we're using Atomic Robo itself to illustrate some game concepts.
In this case, it's conceding a conflict.
(But first, have you read Atomic Robo and the Flying She-Devils of the South Pacific yet? You really should. I don't want to spoil anything for you, but it's been out for a while now, so... that's on you.)
On with the example!
|Robo tries to intimidate Takeshi with an Intimidation total of +4. Takeshi defends with Will and gets a +7—success with style. He gets a boost of Numbers On My Side.|
Now, a couple points:
One, this is only one possible interpretation of this conversation -- you could call Takeshi's first line in that first panel as an Intimidation attempt, for example, as well as Robo's rather threatening "It'd kill you too." Or maybe Takeshi's first line is him creating an advantage. They're all valid, and any of them is totally plausible in play. But this is the one I'm going with. For me, up until the point when Robo literally threatens physical violence, they're just talking, sans dice. But when Takeshi casually insults Robo's piloting skills, Robo's player decides, "All right, it's on."
Two, normally in the book, I don't use characters as players, such as "Robo gets a fate point," but in this case I'm prioritizing brevity. These are captions; I don't want them getting too long.
I plan to use this technique as often as is feasible in ARRPG. The actual panels from the comic are an amazing resource, and we'd be crazy not to take advantage of them.