So I'm still on this kick. It turns out that the FATE Core book has an example of this. It keeps the basic skills and includes aspects (of course). I haven't moved onto aspects or stunts yet, but if my interest keeps up, it's the next thing on the list.
Ententé Alliance
Diplomacy: 3
Culture: 2
National Resolve: 2
National Loyalty: 1
Military: 1
Infrastructure: 1
In the original 3087 setting, the Alliance was a small collection of systems carved out just rimward of the old FRR remnant. Populated with Clanners, Lyrans, and Dracs (is "Dracs" offensive"?), the Ententé Alliance citizenry enjoys the wealth and plenty afforded by peace and technological advances.
EA's (I know) strong diplomatic ties with The Ghost Bears, Draconis Combine, and Lyran Alliance--buoyed by technology trades (mostly medical), military cooperation, and intelligence sharing--are enough for the little state to become one of many cross-roads of known space.
Potential Aspect
Doctors of Honor: Partially because of their extensive genetics program and public services, Alliance doctors are considered some of the best known. While the Alliance has doctors as good as those of any other state, it also produces Doctors of Honor, who participate in a training regimen designed after that of Clan Warriors. While many debate the efficacy of the program, those who have attained the rank of Doctor of Honor are a close-knit, highly-prized few. This aspect can be used on any infrastructure or academics roll dealing with almost any aspect of medicine (Usually an Academic roll).
The Jade Falcon
Military: 3
Infrastructure: 2
Law Enforcement: 2
Mineral Wealth: 1
National Resolve: 1
Academia: 1
Commentary on comics, games, books, and their occasional intersection with politics and other serious business.
Showing posts with label Strategic Game. Show all posts
Showing posts with label Strategic Game. Show all posts
Friday, April 10, 2015
Friday, April 03, 2015
Piddlin' about with the nations-as-characters thing again
You know I have an unhealthy thing for my old Battletech: 3087 game (Don't worry, I'm not going to repost it again). In it, players had characters and nations that they ran. The nation turns were simple and abstracted so that players could understand what was going on and make decisions on a national scale. One of the lessons I pulled from the failure of 3087 was that players "get" characters and a good nation-running tabletop game should characterize nations the same way it does characters.
I obviously started with FATE. Skills are bedrock in FATE and I needed a similar positive and negative skill space that characters get. I tried to convert FATE stock skills 1:1 to national-scale equivalents, so each nation could have ten of fourteen skills, but that was unwieldy. I settled on six out of eleven:
Sabotage (Provoke)
Infrastructure (Athletics)
Espionage (Notice)
Internal Security (Stealth)
Law Enforcement (Investigate)
Diplomacy (Deceive/Empathy)
National Resolve (Physique)
National Loyalty (Will)
Military (Fight)
Natural Wealth (Resources)
Culture (Contacts/Rapport)
Finance (Burglary)
Academia (Lore)
Artisan (Crafts)
It feels like a mixed bag. Some of these interact pretty well, but others don't. Impossibly, there are still thirteen. The Sabotage/Espionage and Security/Law Enforcement skills should probably be rolled into one.
Would you like to run a nation that has six of these skills? Plus Stunts and Aspects that are mostly specific iterations of these skills (ie, a particular unit, a singular resource like vibrainum or hargel, or individual, exceptional people?).
Where do technologies, histories, and nation sizes still fit into this? Still working on it.
I obviously started with FATE. Skills are bedrock in FATE and I needed a similar positive and negative skill space that characters get. I tried to convert FATE stock skills 1:1 to national-scale equivalents, so each nation could have ten of fourteen skills, but that was unwieldy. I settled on six out of eleven:
Sabotage (Provoke)
Infrastructure (Athletics)
Espionage (Notice)
Internal Security (Stealth)
Law Enforcement (Investigate)
Diplomacy (Deceive/Empathy)
National Resolve (Physique)
National Loyalty (Will)
Military (Fight)
Natural Wealth (Resources)
Culture (Contacts/Rapport)
Finance (Burglary)
Academia (Lore)
Artisan (Crafts)
It feels like a mixed bag. Some of these interact pretty well, but others don't. Impossibly, there are still thirteen. The Sabotage/Espionage and Security/Law Enforcement skills should probably be rolled into one.
Would you like to run a nation that has six of these skills? Plus Stunts and Aspects that are mostly specific iterations of these skills (ie, a particular unit, a singular resource like vibrainum or hargel, or individual, exceptional people?).
Where do technologies, histories, and nation sizes still fit into this? Still working on it.
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