Fate Noosphere

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The fundamental aim of the Story Debate is to provide a vehicle for compelling narratives. FATE NOOSPHERE is intended to emphasize these elements by actualizing them as mechanics, free the player from minutiae, and even allow those feeling burnout or burdened by sudden time constraints to continuing to generating narratives that they can pick up upon later. In many ways the system is more a model of historiography than it is a wargame-lite, as other system-heavy SDs tend to be, and owes a heavy debt to the FATE system created by Evil Hat Games. Clarification for concepts can easily be found by looking at the System Reference Documents for CORE and ACCELERATED.

FATE NOOSPHERE is capable of supporting any kind of overall Story Debate concept, whether a D&D-esque High Fantasy game of nations, grand space opera in the spirit of Legend of Galactic Heroes, to hard, gritty Sci-Fi. It is an open system well able to accept any setting specific tweaks and concepts necessary to tailor the experience.

Critical Concepts

Aspects

An Aspect is a short phrase describing a detail of whatever subject it is attached to; anything from a situation, a zone, an army, or even a character. They are the primary means to both gain and spend Fate points, to influence the narrative by introducing new complications to a scenario, passive opposition that has to be overcome, and bonuses to various rolls. They are detrimental or beneficial, but a good aspect should be either depending on the situation. More importantly, they tell you what is important about a scenario and when to utilize mechanics.

You can Invoke an Aspect for your benefit by cashing in a Fate Point. This is called an Invocation. On the inverse, when your aspects complicate your plans in some way in exchange for a Fate Point, this is called accepting a compel.

There are five different kinds of Aspect differentiated by their subject and permanence: Concept, Situation, "Character", Consequences, and Boosts. In brief,

Concept
Conceptual Aspects have a variable scope but are nominally permanent, attached to a PC or NPC concept. They cover any of the near-infinite spectrum of details that set concepts apart. Whether describing institutions of government, a cultural legacy,

Situation
Situational Aspects are intended from the start to be temporary, lasting only for a short period until they are no longer appropriate. Various sudden crises, natural disasters, etc would fall under this umbrella. Using Situational aspects is often a very context sensitive affair.

Consequences
Consequences have a variable permanence. They are a special aspect that is basically taken as damage to avoid Collapse, a lasting difficulty that a Concept takes as a result of some effort. How long they last is usually determined by their grade of severity. The largely negative phrasing of these aspects means they are often a source of additional compels for a player, and anyone who can justifiably advantage from it can invoke them.

Boosts
These are the most transient and ephemeral of aspects, lasting only a couple turns at most. Boosts are created either when a Create Advantage roll is underwhelming or as a bonus from a spectacular success. Their invocation is free, but the moment it is used the aspect promptly disappears. One can allow another Player to use a Boost if it is relevant and their explanation satisfactory. Very much use it or lose it.

Fate Points

“Yes, but is he lucky?”
- Napoleon Bonaparte

Players have a pool of points called “Fate Points” that are the narrative currency and a Refresh rating. At the start of every narrative milestone. A well run game features an active narrative economy where Players freely manipulate circumstances to craft a story of victory and defeat.

Fate Points usually change hands in three ways: Invokes, Compels, and Declarations.

Gameplay

Newsflash!

By default, you are not obligated in any way, shape, or form to write even a single longform roleplay posts in a FATE NOOSPHERE game, though there are certainly incentives. You are merely required at bare minimum to present individual actions in an IC format. Some examples include: a newspaper headline with a one to two sentence subtitle, an internal memo, the abstract of a White Paper or Journal Article, a media soundbite, or even a "selection" from a history book or article.

"TIGHTEN THIS BELT AND YOU TIGHTEN A NOOSE AROUND OUR NECK!
Imperial General Staff protests new budget that will slash military by 10,000 for new economic subsidies.
(OOC: Roll to Reform, trade one point in Military and Stability.)

These are known as Dispatches. At the end of every turn all Dispatches are collated together into a list. While some kind of framing device for these Dispatches is certainly preferable, it is not necessary.

This is of course bare minimum effort, which is unfortunately sometimes all a player has time or the creative energy to commit. Dispatches may be as short or as long as a player pleases, and a particularly well written and entertaining Dispatch or Summary is just as worthy of reward from the GM as a more traditional roleplay post.

Actions and Outcomes

Concession

Challenges, Contests, & Conflicts

Challenges

Reform
Issuing reforms War Footing
War footing represents the fact that armies and navies are tremendously expensive not just in material resources, but in more nebulous social currency, and that these costs will dissuade even some of the most militarist societies from standing up their theoretical maximum force without an actual war to fight. Normal function of the economy ceases even as it is turned to overdrive, often by heavy handed centralized control, to sustain the ravenous demands for materiel of every variety. Demographics are plundered for those of fighting age as feudal levies, by drafts. Intellectual energy is channeled away from culture or theory and monopolized by the frenzied production of propaganda, to the devising and implementation of new weapons, techniques, and ideas that will shave the margins of victory.

Declaring War Footing is not a trivial task, particularly for powers with low stability and economy. Simply declaring it requires , and if you choose . Creative use of various Aspects will often be the key here. e.g. "Remember the Maine!"

War footing has no benefit in the turn it is successfully declared, the start of the next quarter gives the player half the benefit of war footing, and the start of the quarter after that gives the full benefit. As in Real Life, it's best to put yourself on war footing before the shooting actually starts, even if it forewarns your enemies.

War footing may also be used to represent some kind of stupendous national effort, such as erecting the Pyramids or the Great Wall, which requires such absolute measures as total warfare.

Damage

Stress Tracks

If your concept takes some kind of damage, the method of choice for mitigating it is absorbing it as stress. Governments and Movements can absorb any number of small crises and . People can "get lucky" or.

All Concepts have stress tracks, a row of three or more boxes. When some kind of damage is taken, check a stress box. The box will absorb a number of shifts equal to its number: one shift for Box 1, two for Box 2, and three for Box 3. You can only check one stress box for any single hit, but you can check a stress box and take as many consequences as necessary at the same time. At the start of the next turn, you may clear any stress taken in the previous turn.

Stress

Consequences

Collapse

When you have no Stress Tracks or Consequences free to soak shifts from a hit, this triggers a collapse. Your government can no longer function. This is much more severe than a crises of confidence, a loss of territory, an economic depression, or even a coup. Such momentary difficulties pass. A collapse is the moment when the entire edifice violently self-destructs, broken up into its constituent pieces amidst the ruins of its gasping and dieing institutions, or worse, has been totally conquered. Movements face the risk of total physical and social bankruptcy. And even Legends can die.

If your Collapse was brought about by your enemies, this is particularly bad. Like in a lesser defeat, your enemy (or enemies) will get to dictate some of the circumstances and the aftermath of these events - and you don't get a veto.

However, even in this dark hour there is always hope. From toppled Empires spring successor states who may one day reclaim glory. Loyalists and patriots can go underground where they continue the fight. Canny operators may recoup some assets from a dying operation. People who are slain may have successors.

When a Player’s Power, Movement, or Legend collapses, they are given the option of either rolling a new concept or splintering. Splintering is mechanically much like rolling a new concept of a lesser scale or Level of Play, however, you can negotiate with the GM to inherit zones, stem points, superprojects, traits, and characters from the Collapsed concept...As well as the burdens, responsibilities, and issues that come with bearing the mantle of a successor, likely forming their new Trouble and Ambition. Splinters will often start in difficult positions, but have the potential to become vastly more powerful than their original concept with a strong hand at the rudder.

OOBs

[Name]
High Concept:
Trouble:
Destiny:
Refresh:

Attributes Economy:
Influence:
Stability:
Territory:
Talent:

Power

Movement

Legend

Modification

While the mechanics of FATE NOOSPHERE may require substantial explanation for a newcomer, in practice they are fairly light. The generous headspace allows all manner of new mechanics to be added without weighing down the system.

For example, in Desert of Stars, of Unseen realm mechanics, dealing with spirits and instantaneous gate-based travel.

Example Games

Desert of Stars