D&D and FATE

D&D and FATE core have been a past time of mine for quite some time. I have a group back home that I play with but there’s not really anyone to play with at Cowley. So, when I heard about Creative Claws it didn’t take me long to put two and two together. The idea to start a gaming group within the club, focusing on playing through the stories and Narratives created by the members of the group. I tried to start a group last year but didn’t keep focus. But this time it’s going to be different. I am going to get a group together and collect ideas for campaigns from the members.

Before I go any further, I should explain what these games are. D&D or Dungeons and Dragons is a fantasy role playing game; created by Wizards of the Coast. The campaigns (storyline) typically take place in medieval times, although they don’t have to. To start, the players create characters by using the players handbook. Picking characteristics, they want their character to have. Class and race will affect how the character plays through stat bonuses and abilities. There’s also an option for background, which further affects the abilities of the character will have. After creating a character, the players work with the Dungeon Master to roll the stats with dice.  Adding the modifiers from  race and class. They choose equipment, spells, or other specific character traits.  Now, its time to play. The  DM or Dungeon Master creates a world for the characters to exist. It’s up to the DM to create the story the play experience.

 In comparison to D&D, FATE core has less restrictive rules and is more story focused. Character creation is far simpler but even in its simplicity can be difficult for new players. When developing a character, a backstory is the best place to start. A high concept is your characters main drive. The reason they do, what they do. The trouble is the problem they face as they progress through the story. Three other aspects of the character are also developed from the backstory. Aspects are important in storylines because they can be invoked or used to affect the flow of the story.  Both the player and the DM can invoke aspects. If the player invokes an aspect, they must spend a fate point. Each player starts with two fate points.  If the DM invokes a player’s aspect, then he/she must give the player a fate point. The DM starts out with a fate point for each player.

Character development also includes choosing skills. These determine what the character can and cannot do. Each player starts with one +4, two +3’s, three +2’s, and four +1’s. The players roll dice and add the modifier of the skill they are using to their roll. This determines whether they succeed or fail. This functions very similarly to how D&D action are carried out. However, FATE core, unlike D&D, can have its story based in any genre type. This year I hope to get to play some fantastic campaigns while exploring creative writing. I can’t wait to start collecting stories.