Game Report - Young Centurions - Rise of the Fagin

The adventure started at October 3rd, 1911, at Madam Sheridan’s Foster Home and Boarding School, maintained by one of the Century Club’s Retainer, Madam Esther Sheridan (born in 1870), where Madam Sheridan were lecturing all the children about the rowdy ways people grow with into Halloween. Jason Raywood and Nicola Castrogiovanni were talking and I compelled Jason Learn very fast every game, that took from his pocket a deck of cards, which attracted Esther’s attention. As he tried to get out trouble, he tried to call for her heart by put a card “Best Professor all around” into the deck of cards and made her to take it out. Then she gave a little smile, although both Jason and Nicola were put under detention to help cleaning the school after classes. She gave the deck back to Jason, as she said “word is gold”.

Nicola and Jason tried to get some place to play a little and Jason wanted to find some crosswords (although I didn’t know there was no crosswords until 1913), and it was when they known a important NPC from this adventure, Sidney “Knacks” Sheeran, unbeknownst for them a Spirit of Resourcefulness, that is a newsie with a Stetson hat and a lasso, with a Southern accent, that lived until then into a local hobo camp. They talked a little, presented each other, and Nicola has the idea to bring him back to circus.

They chose to go to the hobo camp in the East Side docks before, so Knacks can give some explanations for the Hobo Queen Lady Danaan, but before they would need to deal with Jake Molan (the local bully) and his gang, already pissed off by them while talking about the coming matinee Halloween Masquerade at Madam Sheridan. They came to Knacks to steal something from him, and Nicola and Jason tried to help for Knacks. Jason has failed and the other members of Jake’s gang catched him to hold so they could give him a good trash.

Nicola then chose to take whatever Jake took from Knacks. A Success with Style warrant that Nicola took the thing and called the attention for him instead of Jason or Knacks. Then I needed to correct myself, as Nicola’s sheet Alexandre was using had a wrong Aspect of “That big bully of my foster brother!”, while he should have Lil’nico - A circus life for me!”. While Nicola got into a Challenge to avoid being catch by the bullies, Jason opened an Aspect Passing through an alley with a Create Advantage action. Nicola rolled for using Flashy to pass trough the Overcrowded streets with a Success with Style, using what he learned at the circus to got through the crowd.

Next Challenge exchange, Jason posted himself into a position that allowed Nicola to use the Help into the alley (Passing through and alley renamed). Jason made a fast appearance to call Nicola to the alley, and this permitted Nicola to use the Help into the alley Aspect, and Nicola had used this for another Success with Style, the bullies passing through the street without noting that Nicola already gone away through the alley’s corner back to Jason and Knacks. Nicola asked to stay holding Knack’s wallet safely, and as Overoptimistic, almost naïve, circus boy, didn’t understood Knacks defensive stance, as a hobo kid (this was a compel). Nicola had gone a little mournful with this, and Knacks just explained about his attitude as a safety when he was in the track. Nicola gave a little smile and then they got to the East Side docks, but they took so much time to get into the Hobo camp.

The hobo camp is near some big warehouses. There was many hobos, and a strong smell, and they see a old woman, the Hobo Queen Lady Danaan (the 19th Century Community Spirit). They talked a little with Lady Danaan that revealed that all Hobos protects each other. I allowed Jason to use his Probability Analysis Centurion Stunt, as Jason’s history made it feel reasonable, even this not being a Create Advantage action, but an Overcome. Nicola also explained why he wanted to bring Knacks to the circus. Danaan agreed with them, and gave a little bundle of clothes for Knacks. Jason also looked for bet places, and this was put into a good use in future. He saw some foreigners playing Mahjong and Poker (part of his backstory)

The sun was going down, and the kids chose to get back to the circus, that was in a Vaudeville mode (see Fortivitus adventure) and they were living in a special place in Washington Park, were the artists where living. Nicola searched for his Mentor Frederick Van Der Merwe (aka: Don Cagliostro, Master of Hypnosis, Mesmerism and Mystique), 19th Spirit of the Literacy. He talked with Mary, the Only One that can call Don Cagliostro Fred, that says he was practicing their mesmerism tricks. Mary help Knacks to take a good bath, and he came back with the clean clothes there was in the bundle.

They got to the cookhouse for some food: three big plates of bacon sandwiches and pink lemonade provided by Franck, the circus’ strongman. But, while they were eating, Nicola saw one of the person he was hoping the least to see: the circus’ owner, Mr. Alvin McNash, that don’t like eat-and-sleep people and like everything in their place. The Overcome check was not that good, a Tie, but there was a Teamwork from Jason for a Success, he and Knacks hiding below the table. However, I compelled the Overoptimistic, almost naïve, circus boy Aspect from Nicola, to make the table shaking and Alvin perceiving the three plates in the table. While Nicola explained things to Mr. McNash, Jason tried to get away, and this make Mr. McNash looking a little disappointed for Nicola. Nicola then explained and McNash did a little lecturing to Nicola. But, in the end, Knacks was accepted in the circus, and they were asked to go with Jason back Madam Sheridan.

It was when they, before they got out the park, they heard a cry for help coming from the region near the fountain. They found some newspapers and a little shoe feet (so they could see that was a newsie) and a graffiti on a nearby wall: “BEWARE, THE FAGIN IS BACK!!!” With a Success with a small cost, Jason discovered that the one who catched the kid is very strong. They are found by the police that asked them about the things, then they had being escorted by the police to home… Which made madam Sheridan send Jason to bed without dessert.

Then, the scene expanded to series of things that got somewhat at the same time.

They had readied some costume for Halloween. Nicola had chose to go as an old man, like a janitor. Knacks had chose to be a clown and Jason a animal, in fact, a rabbit. As Knacks and Jason helped into teamwork, Nicola had a Success with style to get the costumes ready.

Then, they heard a day about a mean trick Jake was readying some Very stinky eggs, when Jason heard about this. Jason, Nicola and Knacks did a trick on Jake: Jason suggested to take and exchange the eggs for chicks. Nicola came with the help of Roland that exchanged the stinky eggs by some quail chicks. With a success with a style, they gave Jake a real scare, and Jake is just a mama boy received extra invokes.

Then they were still hearing about kids disappearing: either via Knacks that goes back and forth to the hobo camp, and that passed messages from Danaan to other hobos, our via the newspapers Jason take for playing the puzzles.

They decided it’s time to talk with Madam Sheridan about the abductions…

Just in her teatime!

Now, they would top either talk about the abductions AND show they are good little gentlemen able to take some tea.

And their descriptions were not that good, and with not too good Clever results… They all failed into that, crossing one of the few lines madam Sheridan don’t accept. Jason tried to better things by Carefully talking about the things. A lousy Mediocre roll and Jason paid a Fate Point to obtain a Success with a small cost. Madam Sheridan talked they would go for the Century Club New York chapter and they got in the club.

They got to the inner circle of the Century Club (the club in my adventures has a public facade of a Rotary club like philanthropic society). They see Frederick, Lady Danaan and the lieutenant they found in the park (lieutenant McLaughlin).

First, the PCs discover Knacks is a 20th Century Spirit and then they put the clue the Club have, about an 19th Century Shadow, Anthony Fagin, Shadow of the Innocence. Frederick says about the somewhat occult messages the Club says via common texts, like Dickens’ Oliver Twist. Those messages are passed to people somewhat subliminally , as the REAL Truth is do much weird to cope with.

Madam Sheridan asks about the Shadows, and at this moment I explained this for the players. Madam Sheridan explains that because of Fagin she came for the U.S., as she was somewhat involved into his schemes and her life (or worse, reputation). Frederick and other Spirits fought Fagin at the St. Stephen’s Tower.

I explained about the Spirit’s “lasting time” for the players using the Mentors as example. Lady Danaan, being a little snobbish with Sheridan that was with a distraught face, talk about the Club plan: Nicola, Jason and Knacks would pass as hobos and get into the Beggar’s Dinner, the local hobo camp’s Halloween festivities, so they could do done extra investigation.

The PCs are sent to the club at October 30rd top be ready for the Beggar’s Dinner by dressing some rags. Then Knacks and Frederick smudged some hearth’s cinder on them to make them look like two Hobo Kids as any other. Jason then put itself at home by taking a Very old and used deck of cards.

They had gone for the hobo camp and there was a fire with some food and coffee, some towels with some other food. Jason and Nicola now mingled someway. Jason started by creating a poker game, while Nicola just walked around the warehouses near the hobo camp.

Easily Jason used his card games as a way to open them for what is happening. And he discovered the hobos are really not involved, as they are being kicked out from the cities parks at the time. And Knacks heard about the Fagin while coming from Albany to Houston to New York.

In the meantime, Nicola just walks, but either Jason and Nicola felt that there was something very wrong. There was a somewhat frustrating get back for the circus, when they heard someone screaming “JAKE, WHERE ARE YOU!!!”, they came to were Jake was readying the stinky eggs…

There was a woman they know was Jake’s mother and they took a casquette that was very smelly. The casquette the PCs recognized as Jake’s, and the smell is from rotten eggs. They fooled the smell until the last of a tuxedo front pocket with a kind of Crest of Arms with a F into it. They had gone with all this to the Century Club, but they didn’t notice they brought Jake’s mother (as part of Success with a small cost), and almost got their to the Inner Circle. Madam Sheridan take Jake’s mother to take a tea, while they got to the Inner Circle, while another 20th Century Club, Oregon Cadmus, Cosmopolitan Spirit, that took the Crest of Arms, and compare with some Classified information into the Century Club about Fagin with a photo of the Crest of Arms into it. So, they now know the Fagin is really back, under all odds after the St. Stephen’s Tower at London.

Jason read the Fagin’s profile for some clues, and after a lousy roll, he spend a Fate Point on his Aspect I make my hand. Take care of yours! for a reroll, that was successful, that gave him some clues about the Draught of Obedience, Fagin’s main staple to obtain power.

And came Halloween… With a gloomy, paranoid mood all around New York, thanks by the disappearing.

The Young Centurions donned their Pretty Costume and were gone to the Century Club Halloween Masquerade, as the festivities at Madam Sheridan’s were canceled after Jake’s abduction. Knacks was ready to go for a fight when he saw some hobos being put under arrest by the police at the Central Park. Nicola and Jason, fortunately, talk to him get back his mind.

It was when they saw some guys, that could be described as Slendermen under Harlequin attire, sacks over his head hiding their features, going through a street near Central Park, ransacking the stores. The Police were coming, and to avoid being catched into any potential crossfire, they got into an alley, but where there already had three of those Slendermen things. A good roll from Jason made them get behind a dumpster, and the Slendermen things ignored them. It was when I compelled Nicola’s Overoptimistic, almost naïve, circus boy (AGAIN!) and they had gone to see the police fight the Slendermen things…

… and they had a creepy revelation: when one of the police officer shot one of the Slendermen in the legs, they catch it and removed her sack over their head, they saw that those Slendermen things are CHILDREN!!!! THEY JUST SHOT KIDS!!!! This put the police under a disadvantage, as they needed to get back to avoid hurt even more kids.

The Young Centurions tried to follow the Slendermen things, but three of them noted them (the same three they avoided before). It was a Fight or Flight situation, and fight would be a bad idea, so they opted to flight. A Challenge between the better runner of them (Knacks) and the Slendermen was made, and, although a Tie in the second exchange put more drama in scene as more of those Slendermen get near them, the Young Centurions were able to got to the Century Club building, were they brought the Slendermen things (a good idea by Jason).

After some problems to explain to Frederick, that was in his best Don Cagliostro attire, but when they explained situation, Frederick was 100% sure that was the Fagin. And when they brought the captive Mummers to the Club’s Inner Circle room, they saw through the windows a Wizard of Oz-like balloon with the same Crest of Arms they found.

And the Fagin launched his preposterous ultimatum to New York: Turn into his personal fief, even against Washington’s orders, or be burned down by the Mummers, the Slendermen-like things. And more: the Fagin said he could make them fight parent versus son, if needed.

The Mayor and Police Commissioner, that were in the Masquerade, started to talk on how to stop all this without hurting kids, while the Young Centurions had their own idea: Jason asked about the draught to Frederick, and he said that the draught had a effectiveness time limit, but the Fagin reinforced the effects. To secure them, Knacks lassoed the Mummers they captured, while they could see if there’s something they could see. Jason could use his Probability Analysis, and found something metallic into his ear. When they took this thing out the kids ear, he had another Tie, and accepted a Success with a small cost, and the kid gave a shriek of pain, although the kid was unhurt, although unconscious.

Nicola used his Good Enough Game Centurion Stunt to put an Aspect There’s no one here that know about this thing? with a Free Invoke, and used the Invoke to put in scene a NPC that know about this thing, a Wireless Subliminal Reinforcer, a kind of earphone with a Shortwave receiver, something that reinforced a posthypnotic trigger, reinforcing the Draught of Obedience. Removing this would be a idea, but a bad one, as there was many of the Mummers. But Jason came with the idea: as a Shortwave Receiver, it would need a Transmitter, near there.

The first step they tried was to see if the Transmitter was in the balloon, so Jason thought to try to shoot the balloon, and Nicola helped using the Good Enough Game to bring an Aspect to make the Police Commissioner to Shoot into the balloon with a shotgun. It was a Success with Style, so the Helium-filled balloon bursted and got in flames before hitting the Central Park. The Mummers are still under his control, though, so the Transmitter were not in the balloon.

Jason tried to create some disguise using Probability Analysis to Carefully Create an Advantage to create a Superb (+5) Disguise, while Nicola and Knacks helped. They dressed into the Mummer’s costume and got near where Fagin fell. He got into a car and entered, with them obeying Fagin’s orders to get into the car. As another bonus, Jason used Cold Read to read Fagin and got a Success with a Style and got his High Concept as a Childish Greed.

They got into a building, where they found some other Mummers that are protecting something… ALL OF THEM WITH SHOTGUNS. Jason tried to talk without reveal themselves, and the roll was not good enough… But he used the Draught of Obedience Invoke to somewhat emulate the Mummers behavior, and it was enough.

When they entered in the main room, they found the Shortwave Subliminal Transmitter. While Fagin made his gloating, Jason saw what he was doing to find the main control and Nicola made a Careful to see where was the pigtail for the Antenna. A good roll made him find it, a 1 inch pigtail directly connected to the Antenna. Jason was using also Careful and he had access to his Probability Analysis… but had a lousy roll. But Fagin’s Childish Greed made him gloat all his plans and workings, so Jason used the Invoke for a reroll, and a good one, so he found the Big Knob that control the transmitter power.

The Mummers received a Important order via Subliminal signals, and all the Mummers got all the building. It was when Jason chose to kick the door, closing it, taking Fagin unprotected. This would blow their disguise, but using it as a way to scare him, Jason had a Success with a Style, putting two Free Invokes and a Surprise round against Fagin. Jason got first and discovered the Important order: the Final Solution to bring New York down and kill everyone in the streets. Jason had chose to get to the Knob Sneakily, using Fagin’s gloating against himself. A lucky roll and a Success with Style made Jason putting Fagin out of the way while Knacks run for to put the Fagin down and started to lasso him into submission.

Nicola had gone to the pigtail cable and took a little fire ax to roll to chop the cable down. Another lousy roll… and Nicola used his Trouble “One… Two… Three… As many times I need!” for a reroll, but changing the Approach by Carefully removing the cable jack from the transmitter. The roll was not too good, but the Overoptimistic, almost naïve, circus boy had a Success… But he need time.

Knacks was fighting against Fagin, and he had a not so good roll… But as he stays with those who like him through and through, he put some stress on Fagin, while Jason tried a roll… that was lousy. He burnt one of the Scared Invokes to “reroll”, but as Fagin was locked on, he forfeited the action for a +2 next turn. Nicola was still removing the pigtail, and Knacks put a Moderate Consequence Desperate as he see his plan going for the dogs.

Next turn, Jason rolls and again has a lousy result… But as He learn fast every time, he took a new roll and had a good roll to shut the transmitter down, at the same time Nicola finishes to remove the cable jack from the transmitter and Knacks took the Fagin down Lassoing him like a wild bull, and they together overthrew Fagin’s plans, the adventure ending with the Century Club catching the Fagin, with the Mummer’s being left free from the hypnotic trance they were…

But there was nothing there but the transmitter. The Draught recipe and Transmitter plans still were somewhere there…

And this maybe would be another problem for the Young Centurions to solve.

The main problem for them was to understand the setting, as they are playing kids in the 1910s, so it is a little difficult. They understood things very fast, and the things were clean and fun, the worst moment was when they had the revelation that the Mummers were the abducted kids!

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Fate Básico e Fate Acelerado são dois RPGs diferentes?

Publicado originalmente na RedeRPG

TL;DR: Não! Fate Acelerado e Fate Básico, ainda que tenham pequenas mudanças em detalhes das regras, são o mesmo sisteam de RPG.

Primeiro de tudo, vamos à apresentação.

Meu nome é Fábio Costa, sou conhecido como Mr. Mickey, e jogo RPG desde os 9 anos (tenho 38 agora). Já passei pelos mais diversos sistemas e atualmente venho me dedicando ao Fate, da Evil Hat Production, trazido para o Brasil pela Solar Entretenimento. Atualmente mantenho dois podcasts, o Fate Masters e o Rolando +4.

O Fate como o conhecemos atualmente (o Fate Básico) surgiu de uma limpeza feita no Fate 3.0, o sistema que é utilizado no Espírito do Século, publicado no Brasil pela Retropunk. Ele procurou deixar o sistema ainda mais simples ao remover uma série de duplicidades de regras e enxutar as mesmas ao máximo.

Com esse foco, muitos acreditam que Fate Acelerado foi um RPG criado para ser familiar e simplíssimo. O que seria o equivalente ao nosso 3D&T, voltado para a diversão e velocidade. O que acabou lhe rendendo um Origin em 2014 como Best Family Game e recebeu uma série de cenários mais leves o usando como sistema base: Strays, Young Centurions, Do: Fate of the Pilgrim Temple, Good Neighbors, Bukatsu!, entre outros.

Desde então existe um debate de se FAE é realmente parte do Fate Básico ou um RPG à parte, o que incomoda até mesmo um dos autores originais do Fate, Fred Hicks. Os seus “detratores” dizem que a simplicidade do mesmo e o foco nas Abordagens no lugar das Perícias, além de outros pequenos detalhes, tornam FAE um produto à parte.

Então, dito tudo isso, vamos começar a explicar porque FAE e Fate Básico são o mesmo RPG.

O surgimento do FAE

Durante o kickstarter do Fate, foi divulgado pela Evil Hat como meta expandida um produto baseado no Fate mais voltado para a Família e para jogo rápido, com regras ainda mais simplificadas e ainda mais otimizado para a diversão e para a agilidade. Esse produto foi o Fate Accelerated Edition (FAE), chamado aqui no Brasil como Fate Acelerado.

Esse produto foi desenvolvido por Clark Valentine com a sugestão das Abordagens partindo do próprio Fred Hicks, de acordo com perguntas que fiz na comunidade do Fate no Google+, para mudar a perspectiva do Fate, já que, segundo ele, “todo mundo colocava a SRD do Fate 3.0 inteira nos seus produtos”, sendo que ele queria que as pessoas colocassem a maior parte do livro como material original.

E também seria um produto para quem quisesse mandar ver rapidamente, sem ter que apelar para escavar no livro os porque e como do sistema., de modo que pudesse ser utilizado como um produto de entrada e algo que os terceiros pudessem criar em cima sem ter que colocar centenas de páginas de coisas que não seriam necessárias para seus jogos, o que normalmente acontecia nos produtos do Fate 3.0, onde muitos deles tinham uma grande quantidade de regras do Espírito do Século sem precisar das mesmas.

Ou, nas palavras do próprio Fred, “eu estava imaginando as pessoas olhando e dizendo ‘deixa eu ver se entendi… Fate é um sistema leve em regras, mas tem livros de 400 páginas. Que diabo é isso?’

Desse modo, FAE tornou-se esse produto muito mais simples em relação ao Fate Básico, tendo quase 1/8 do tamanho do Fate Básico (em inglês, em torno de 80 mil palavras do Básico, contra 10 mil do FAE), muito menor tamanho, permitindo materiais baseados no FAE com muito mais conteúdo novo e bem menos material “repetido” de regras.

Os Fundamentos estão lá

FAE compartilha com Fate Básica, enquanto produtos, as mesmas bases. O foco na Narrativa, o sistema de Aspectos, as Quatro Ações, Façanhas, os Desafios, Disputas e Conflitos, o sistema de evolução baseado em Marcos, a economia dos Pontos de Destino, tudo isso é idêntico entre FAE e Fate Básico. É possível traduzir um personagem de FAE para Fate Básico de maneira bem simple, só mudando as Abordagens para Perícias e vice-versa, tanto que existe um guia de conversão de personagens disponibilizado pela Evil Hat gratuitamente na DrivethruRPG.

Desse modo, entender que FAE e Fate Básico são RPGs à parte não faz sentido, uma vez que você não precisa aprender um conjunto novo de regras para jogar um, vindo do outro. De fato, ele tem uma menor curva quando você compara, por exemplo, RPGs do Mundo das Trevas e até mesmo as mudanças entre cenários de Crônicas das Trevas. Talvez o exemplo mais próximo seja você jogar RPGs baseados no sistema Cypher, como Numenera ou The Strange, onde as regras mudam muito pouco de um para outro.

Abordagens - Perícias com outro nome

FAE é um produto focado em família, o que quer dizer ensinar crianças e jovens como jogar RPG, enquanto Fate Básico é algo mais amplo, para quem quer maior granularidade e detalhamento. Isso não é ruim, tanto que em seu artigo, Fred afirma que na realidade as Abordagens podem ser pensadas como uma lista de perícias muito curta.

E isso é muito importante, pois vários produtos adotaram estratégias similares, mas mudando as abordagens para outro esquema. O exemplo mais claro disso é Jadepunk, publicado no Brasil pela Pensamento Coletivo, que utiliza na realidade como base o Fate Acelerado, e não o Fate Básico como alguns gostam de pensar, tanto que ele utiliza seis “perícias”, exatamente como no caso do Fate Acelerado, mas chamando-as de Profissões.

Em outro artigo de Fred, que traduzi para o português em meu blog, ele menciona que existe uma questão de que tal simplicidade foi intencional, com o objetivo de focar em situações onde todos os personagens são capazes de fazer as mesmas coisas (como, por exemplo, animais de estimação ou estudantes colegiais de anime) e na realidade o que muda são as maneiras pelas quais eles as fazem (gastando o tempo que for necessário, sendo muito rápido, simplesmente quebrando tudo). Outros esquemas similares, como as Profissões de Jadepunk tem um foco diferenciado, onde o objetivo é pensar em Quem faz uma coisa de uma maneira melhor que outro alguém.

Mas de qualquer modo, em termos fundamentais, Abordagens são como Perícias, ainda que vistas por outra ótica. Você continua tendo rolamentos a serem feitos, apenas muda como você vai analisar o que você irá fazer. Um personagem Cuidadoso poderia não ter, necessariamente, um Investigar alto, mas ele consegue perceber as coisas sempre que se focar.

É para aprendizado

Uma coisa que Fred diz é que FAE é amigável para quem está começando a jogar, ao pegar e pensar: “Ok, vamos pegar, sentar o pau e voltamos para os detalhes depois.” Em suas 43 páginas, FAE simplifica o máximo possível o que o Fate Básico leva em torno de 268 para explicar. Em compensação, ele tira muito da mão do Narrador, ao não dar exemplos do que fazer, enquanto o Fate Básico traz ferramentas incríveis para o narrador. Basta ver as 21 páginas que Fate foca em Extras, com sistemas de Magia, Recursos, Armas Mágicas, e por aí afora.

Nesse ponto FAE é mais interessante para sistemas que sejam mais focados em si mesmo e precisem ser mais simples em regras, sem grandes mudanças. Basta ver que poucos produtos baseados em FAE costumam ter muitas regras específicas, como acontece com Young Centurions (que possui a regra de Façanha Centuriã) e Strays (com a regra de Embaraços), enquanto certos produtos baseados em Fate Básico tendem a ter quilos de opções interessantes para o Narrador mudar suas regras, como Atomic Robo, Part-Time Gods e Baroque Space Opera. O último é um exemplo do tipo de cenário que pode ser criado com Fate Básico e seria complexo com FAE: algo no nível de detalhamento de coisas como Stargate e Duna, é um livro de 443 páginas com muitas regras alternativas e detalhamentos que seriam muito complicados de serem criados em FAE.

De modo algum isso é ruim, já que os estilos de jogos citados são bem diferentes: não dá para comparar diretamente Young Centurions com Baroque Space Opera, pois são produtos completamente diferentes, com estilos e públicos diferentes.

E FAE é feito para ser ágil: você aprende as regras em minutos e manda bala, simples assim. Com o tempo e a necessidade, você vai migrando para o Fate Básico e aproveitando suas opções maiores e granularidade maior. E também é possível jogar-se Fate Básico e ocasionalmente pegar FAE para alguma coisa mais simples, como uma one-shot para um evento ou para quando as coisas estão ralentadas e você quer fazer algo bem diferente, mas não tem tempo para criar coisas complexas.

Mas ainda assim toda a base de regras do FAE continua valendo, pois ambos são o mesmo produto, com focos diferentes.

Aproveitar ambos

Fred diz o seguinte: Jogue apenas FAE e ignore o Básico e você perderá vários conselhos e ferramentas importantes para melhorar sua experiência de jogo, mas jogue apenas o Básico e ignore o FAE e você poderá se pegando mexendo no sistema sem entender o que está fazendo e nem sobre o que é o Fate como um todo.

Isso é muito importante pois o FAE é o básico do básico do Fate, onde as regras básicas são explicadas nos mais simples parâmetros, sem muitas complexidades, focando no que é necessário para “cair matando”, indo para o jogo.

O ponto onde isso é mais perceptível é na parte de Façanhas, onde no Básico o foco é sobre como equilibrar as Façanhas e criá-las de maneira a cobrir as bases e torná-las interessantes, e no FAE é focado para criação bem rápida e para criar façanhas estilosas que permitam ao jogador “dar o show” em momentos específicos. Ao resumir o sistema de criação de Façanhas em FAE a dois modelos simples, o de bônus em eventualidades especiais e o de obter vantagens ocasionais incríveis, o FAE explica diretamente a ideia das Façanhas sem precisar desdobrar-se em muitas regras, como acontece em algumas Façanhas do Básico, como Já li Sobre Isso e O Poder da Dedução.

E uma coisa interessante sobre FAE: você tem nele um subset interessante para usar em certos tipos de Extras, em especial aqueles que tenho um impacto grande no cenário. Um exemplo de cenário que utiliza esse tipo de situação é Romance in the Air, um cenário dos World of Adventure de conspiração Eduardiana Steampunk, quase um Castelo Falkenstein para Fate. Nele, os personagens jogam com pessoas comuns E AO MESMO TEMPO como nações de uma Europa Alternativa onde as coisas estão perigosamente degringolando para uma Guerra Mundial. As Grandes Potências desse mundo jogam o Grande Jogo de influência, traição, espionagem e guerra pelo domínio da Europa, onde cada uma delas é tratada como um personagem com Quatro Perícias Fixas (Abordagens?): Diplomacia, Indústria, Espionagem e Máquina de Guerra. E o que acontece às Nações influencia aos jogadores e vice-versa: seu espião Moscovita pode sempre ter que lidar com espiões inimigos e recorrer à Façanha da Polícia Secreta do Tsar para se defender de tais espiões, e assim por diante.

Nele, os países são criados de uma maneira semelhante aos personagens em Fate Acelerado, enquanto as pessoas comuns são criadas à maneira do Fate Básico, embora com uma lista de perícias diferente, condizente com o período.

Use o que for adequado

Nenhum dos dois, seja FAE ou Fate Básico é melhor ou pior: tudo depende do que você quer, do estilo de jogo que você quer narrar e do tipo de opções que você deseja. Por exemplo, é possível um jogo mais fantasioso usando Fate Básico (como no caso de Nest) ou um jogo bem mais complexo usando FAE (como no caso de Gods and Monsters). E você sempre pode combinar os dois e utilizar um como subsistema do outro, como no já citado Romance in the Air.

Experimente ambos, entenda como eles funcionam, e aproveite-os bem. Jogue bastante e leia bastante: cada cenário para Fate, seja Básico ou Acelerado, trás regras novas e interessantes, exploram o sistema de maneiras inovadoras e oferece a você ideias que você pode aproveitar tanto como novos jogos como apropriando-se de tais ideias para seus jogos locais.

Desse modo, você conseguirá entender e explorar todo o poder o Fate, e suas aventuras serão cada vez melhores e mais divertidas.

Saiba Mais (2082 palavras...)

Lauro Bosconi, Espírito das Artes

Aspectos

Tipo Aspecto
Conceito Sopranino de um Coral que aprecia ver o belo
Dificuldade “Se precisa de violência, não merece ser resolvido!”
  O Mal cai por si próprio
  Minha voz é capaz de guiar para a paz
  Cresceu em um Orfanato – extremamente tímido quando não cantando

Abordagem

Approach Level
Ágil Medíocre (+0)
Cuidadoso Razoável (+2)
Esperto Regular (+1)
Estiloso Bom (+3)
Poderoso Regular (+1)
Sorrateiro Razoável (+2)

Façanha Centuriã

  • Ode à Alegra: Pode gerar automaticamente um Aspecto com uma Invocação Gratuita representando algum clima ou alguma ação que possa gerar com sua voz, duas vezes por sessão. Não pode usar isso para machucar outras pessoas. Normalmente dura uma cena esse Aspecto.

Façanhas Comuns

  • Ator: não sofre penalidades ao tentar se passar por pessoas muito mais velhas, altas ou baixas que ele mesmo, com sotaques diferentes, e por aí afora.
  • Contador de Histórias: +2 ao tentar Criar Vantagens sendo Esiloso ao contar algum tipo de história, como ao tentar gerar empatia por meio de uma história triste, ganhar confiança por meio de piadas, ou distrair outros com uma história longa.