So, I saw these and immediately thought they looked like character sheets.
As written, you could probably do them up in FAE in short order, but it would require adding in approaches and stunts, and I admit that would lose a bit of the elegance of it. What it really required was an aspects-only hack.
Conveniently, I had just been thinking about how to really make character differentiation work in FAE (see Classes, for an example) and I had been thinking that one way to do that was to let the core aspect be invoked for free as a way of driving it home (effectively, making it an approach with a value of +2). And that got me thinking that maybe you could get more mileage if you *didn’t* lock in the free invoke.
And that, in turn, lead to the tiniest Fate/Fae hack of them all – TinyFate
I would use this to model “Wonder Pets” adventures.
Dooo Eeeet!
At first I thought that was the sound of the referee’s whistle calling ‘foul’ but then I read it rightly.
Well, it’s not too long, and it’s pretty rough\
But it’s a start, and it has the right stuff.
https://docs.google.com/drawings/d/1-QTMvy-_pgA8oV5-WzdV6jLCAx-9nuxKtRVACnmyImk/edit
Love it. I particularly dig that it’s light enough and specific enough on personal aspects that you’ll see a LOT of scene and opponent tags.
Wow, Fate gets even more bare-bones.
Brilliant, elegant!
TinyFate inspires me som thoughts about what Fate is: here. I’ll love to hear your comments.
This is beautiful, thank you I love it!
Pingback: 729 – Introduction | The Walking Mind
This is really elegant. Has anyone had much experience playing this? Any suggestions?
I had an eight and 2 seven year olds crank out some neat characters but we didn’t have dice. Used vampire larp paper rock scissors with core aspects giving a retest, and it was flowing pretty well for the limited time we had.
What do you think about feng shui style roll (plus a D6 minus a D6) so we can pull them out of a monopoly box?
Feng shui style totally works. Alternately, if you have enough D6’s, just have each “plus” equate to 1d6, roll them all, and keep the best one, with the general spread of
1 – Uh oh
2 – Enh
3 – Ok
4- Good
5 – Cool!
6 – AWESOME!
This is working really well so far, super accessible to newbs and children. I’m almost having more trouble with veterans not understanding that I’m not the enemy and want them to do anything that makes the story cooler.
Even if a child doesn’t understand how negative numbers works, can wrap their head around, “you want to roll low on the black dice and high on the white.” Using the FATE2fe Table 1: Combat Outcomes but “taken out” is +11, may take a little fiddling to smooth out.
Here are my Brother in Law and myself’s Tiny Fate Characters 😛
https://twitter.com/QueenCityCrier/status/589314889576910848
https://twitter.com/QueenCityCrier/status/588798393041956864
Pingback: Monster Mash Meets the Martians: It’s TinyFate Adventures, come and join the fun – Step into RPGs
Pingback: Al Amarja Today! | Teapot Dome Games