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Hardwired Hinterland / Re: Air Combat rules
« Last post by Kedamono on November 14, 2018, 06:20:02 PM »
If I was using Fate, the NPC sky pirates would be maneuvering to create the advantage of "Slow them down" thus letting another pirate plane to get into position and create the advantage "Boarding party". At that point it would be up to the players to deal with them and either prevent the pirates from creating those advantages or dealing with the boarding party afterwards.

Nothing in that requires any special rules, as it all plays into the world setting and inherent oddness of the HH.
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Hardwired Hinterland / Re: Air Combat rules
« Last post by BigJackBrass on November 14, 2018, 03:02:29 PM »
Perhaps unhelpfully, I never use vehicle design and combat rules. I'm not terribly interested in the things in the real world, let alone a fantasy. Characters are what it's all about, so I just need to know the basics such as whether something is particularly slow, or especially manoeuvrable, and how that affects the pilot.
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Homebrew Design & Conversions / Re: Running Fringeworthy using Fate Core
« Last post by Kedamono on November 13, 2018, 09:41:12 PM »
Standard mook would look like:

Security guard:
Aspects: 30 years on the job, Knows all the hideyholes, Overweight from donuts
Skilled (+2): Patrolling, Taser
Bad (-2): Can't Run

And that's it. More than enough to give you an idea of who he is and what the he can do.
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Homebrew Design & Conversions / Re: Running Fringeworthy using Fate Core
« Last post by ORtrail on November 13, 2018, 09:00:11 PM »
Okay, yeah I kinda knew that Fate Core didn't use stats to speak of, the characters are more about a concept and collection of skills.  I should hunt down a YouTube group and watch how it plays during an adventure. 

Creating NPCs on the fly must be easier than most games too. 
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Homebrew Design & Conversions / Re: Running Fringeworthy using Fate Core
« Last post by Kedamono on November 12, 2018, 10:55:57 PM »
OK, I whipped together a Fate Core character sheet for Sayuri. It's fairly simple and doesn't have the crunch of other systems.

Sayuri Fate Core Sheet
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Homebrew Design & Conversions / Re: Running Fringeworthy using Fate Core
« Last post by Kedamono on November 12, 2018, 08:36:34 PM »
I probably could put something together. Probably Team 1 and do up some sheets. Hmm, what would Sayuri's trouble be...?
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Hardwired Hinterland / Re: Air Combat rules
« Last post by ORtrail on November 12, 2018, 07:22:34 PM »
When it comes to air/space combat, I have played Star Fleet Battles at one end of the spectrum and roll two dice and the higher number wins on the other end.  While I'm not familiar with the HH rules so much, I tend to favor things being on the less complex side. 
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Hardwired Hinterland / Re: The Big Kahuna!
« Last post by ORtrail on November 12, 2018, 07:17:38 PM »
Good to hear it went well.  I had to work over that weekend (it was all overtime), but maybe next year. 
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Homebrew Design & Conversions / Re: Running Fringeworthy using Fate Core
« Last post by ORtrail on November 12, 2018, 06:58:10 PM »
Seeing a couple sample characters sheets would be nice.  I've never played a Fate Core RPG.
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Games That Are Not Tri Tac / Re: Game systems for the long haul
« Last post by ORtrail on November 12, 2018, 06:49:49 PM »
Once I had played a couple of the Chaosium D100 RPGs back in the early 1980s, I developed a dislike for leveling up characters.  It didn't matter that much with the Tri Tac RPGs of the 80s and early 90s, since a well placed bullet, or arrow, or knife would ruin your day despite your high level. 

Without all the free time I had as a kid/teenager, I also find shorter campaigns preferable.  A couple years per campaign is just fine.  I get that with levels you just want to keep going until you max out (I do that in RPG videogames quite often). 

All this to say: I don't have any suggestion for an RPG with levels that won't break at the higher levels.  :)
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