I have a question to ask: when using a system that uses conditions (like FU), how do you go about giving conditions that reflect a gritty style of play? And does anyone know where I can get an extensive list of conditions?
I feel like for systems like this if you want the game to be more gritty you would just make the descriptor for the condition a bit darker (add things like grievous wounds or broken bones), if your game has a horror feel you could also add conditions like Demented, Terrified, or Insane.
I always felt like the Conditions listed on the FU character sheet were more examples than an explicit list for play, so I normally would just name a Condition something apropos of the thing that caused it and move on, kind of like Fate Consequences.
I have a few different condition charts scattered across various works. Heirs of Sea and Shadows, for example, has a couple dozen. In my experience, if you want grittier, hit harder. I think +Justin Gordon has the right of it -- break ribs, pop eyes, inflict bleeding wounds, etc.
I feel like for systems like this if you want the game to be more gritty you would just make the descriptor for the condition a bit darker (add things like grievous wounds or broken bones), if your game has a horror feel you could also add conditions like Demented, Terrified, or Insane.
ReplyDeleteI always felt like the Conditions listed on the FU character sheet were more examples than an explicit list for play, so I normally would just name a Condition something apropos of the thing that caused it and move on, kind of like Fate Consequences.
zathrum's oracle has 20 conditions
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I have a few different condition charts scattered across various works. Heirs of Sea and Shadows, for example, has a couple dozen. In my experience, if you want grittier, hit harder. I think +Justin Gordon has the right of it -- break ribs, pop eyes, inflict bleeding wounds, etc.
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