We’ll be starting Paizo’s Kingmaker adventure path after the New Year and the GM has decided to add Aspects from FATE to see what happens.
As you’ve probably already noticed I’m just like so many people and have grown to really love FATE since the Dresden Files RPG has hit the shelves and personally I can’t to run it for a campaign. But heck Aspects are neat a decent little add on to most systems. So we’re going to give this option a go.
The good news that I’ve already had some discussion about this with Mike over at Wrath Of Zombies and we’ve had some decent ideas to bring this over to Pathfinder. Now our GM hasn’t decided on the extra rules yet but I figured I’d throw some thoughts any way. Not so much for him but for anybody else who happens to be thinking of doing something like this.
One of the first questions you might ask is, “Why the hell are we even doing this?” Well, we’ve grown really used to the system and being a bunch of grumpy old gamers we decided wanted something to add a little more storytelling to the game. And since we already used Action Points, Aspects seemed like a perfect fit. So here we go, the beta version:
Aspects: For Kingmaker, we’ll be using seven Aspects just like the DFRPG. We’re going ahead and also using the nifty Character creation worksheet from Evil Hat for it. Aspects are just going to be for characters as a storytelling tool.
Refresh: 3. There’s no real reason for this other than it seems like a decent number. Mainly, there’s also that little influence from Savage Worlds. That’s how many Bennies you get per session.
Using Fate Points: The core rules of FATE let you get a +2 for invoking an Aspect. That’s fine but the scale is way different. Since we use Action Points which gives you +1d6, a flat +4 seems like the sweet number. The bonus can be only applied to d20 rolls.
Compels and Aspect minutia should stay the same.
These are only the first thoughts and more will follow as the campaign gets closer.