This is my first full game with my draft rules. It got a little crazy, because my rules were a little too loose for creating Aspect Zones. I had to abort, because the entire area around the objective zone was covered in special created terrain.
One thing I started doing at random was adding blood spots each time wounds were dealt. It was kind of a neat visual.
The terrain tiles were my Heroes of Normandie boards under Plexi. The minis were from Krosmaster Arena. I love the miniatures, I've never got around to buying the base board game they were intended for.


A while back, one of my mates was super into FATE and we tinkered a bit with trying to adapt it to war gaming but we could never quiiiiite get it to work out right.
ReplyDeleteI'd be curious to hear more of your experiences.
Ivan Sorensen it's been on my radar for a while. I ran it for my group a few times, and enjoyed how open the mechanics were. My players didn't, do it's been my goal to find a use. Here's a summary of what I was running with.
ReplyDeleteI changed the Approaches to Shooter, Fighter, Leader, Survivor, Technician, and Sneak. That allows the usual wargame actions to be interpreted with relative ease.
For movement and action ranges I chose 3 inches + an additional number of inches equal to the appropriate rating. So a unit with Shooter 3 has a range of 6. A magic with Technician 2 can cast up 5 inches away. Survivor was the Approach I chose to adjust Movement distances.
I chose not to use Fate Points. Instead a unit can gain +1 from only one of their Aspects, +1 one zone or scene aspect, and +1 from an appropriate opponent enemy unit weakness. So if a unit maximized out all options, and used their strongest Approach, it's a +6. That seemed high, but it didn't come up but a few times, and Fate rolls are swingy anyway.
The big project is going to be taking a look at the ability to create new Aspect Zones. It has potential I think, but I need to balance it better. At one point I had a Palisade, Ambush Blind, and Cursed Ground surrounding an objective point. It was kind of fun, but also way to hard to get anywhere.
Interesting, I appreciate you taking the time to type it all out mate.
ReplyDeleteWith how the dice mechanics work, I think having too many aspects stack together could be a real concern, but it may just be a matter of adjusting it as you go along.
Doing a sort of mashup of Fate action rolls/skills/approaches with Savage Worlds type simple skirmish minis combat seems pretty doable, and maybe limiting aspect availability by range or adjacency depending on the particular aspect/terrain/NPCs.
ReplyDeleteSW is my go-to action-oriented RPG ruleset, but Fate has my heart. You could even manage initiative similar to SW given a Deck of Fate and using the suns/moons on cards or something.
Interested in seeing where your hack goes. Thanks for sharing the details and pics!
Nice...
ReplyDeleteThe longer I think of it, the better I like this idea. Keep on testing and reporting, please! I really like the "zones"-thing - something I couldn't stand in RPG seems really interesting in a wargame.
ReplyDeleteFabian Khalil will do. This is the current state of an idea I've been tinkering with for about a year. Many of the skirmish games I enjoy tend to feel a bit formulaic after a few games, so I'm motivated to find a way to inject creativity into that style of play.
ReplyDelete