Tag Archives: half-ideas

Forget it Jake, it’s Sweettown

Something clicked in my head over a year ago: the board game Candyland could be used as an analog to the movie Chinatown. No, bear with me here. In Candyland, you

Generating a Sci-Fi Race Dynamic

This is an old idea from a Story Games thread lost in time[1], but it’s stuck in my mind for the past few years. Building from yesterday’s post about cliques, you could do the same thing to flesh out sci-fi races. The following is a “half-idea“, left to you, the reader, to fully form if

Exponential Shifts in Fate

In Fate, your degree of success over a difficulty is measured in shifts. When you roll equal to the difficulty, you have zero shifts. Roll one over the difficulty, and you have one shift. Two over means two shifts, and so on. As I am reading over Fate Core, I started thinking hard about that assumption.

The Noir in Technoir

I’ve been involved in many conversations about Technoir, and one of the criticisms I hear is that there isn’t really any noir in the game. And I agree, insofar that I also see there isn’t any inherent pulp in Fate–it’s genre expectations & understanding of theme & tropes that bring those things to life in

Tighter Fate Point Economy

Over the last years or so, I’ve been playing Smallville & Technoir, which have interesting coin economies. Smallville’s Plot Points are infinite from the perspective of the GM, but when people get them, they aren’t immediately available–which is key to making the PvP elements sing. Technoir’s Push Dice is a table-wide closed system, where spending