Fantasy is great. It is a ton of fun to play a adventure that sounds like it is straight out of Tolkien. Just make sure your RPG experiences aren’t limited solely inside the “It’s got elves, dragons and magic” category. Step out of your comfort zone. You’ve killed enough trolls, beholders and carrion crawlers. Try something new. Like building a mother-f***ing spaceship with dark-matter plasma cannons.
Yeah. Can’t do that in your average D&D quest, now can you?
I just picked up the RPG Diaspora, because I was in the mood to try something new.
First thing that struck me, it is cheap. I think this was $25 new, compared to $60 for many other games.
Second, it is a game that uses the FATE system, which I had never played before. I was intrigued.
Third, I love Sci-Fi. Seriously, I love any movie, book or game that has interstellar travel, alien worlds, or space-worthy ships that are as large as continents on Earth.
Never heard of the FATE system or Diaspora? Here is a quick overview of Diaspora. Please note that this information may not be accurate for all FATE games, because this is the first one that I played. If anyone has played other FATE games or this one, please comment and let me know what is different about them, what you liked, disliked, what worked and didn’t work!
1.
The game uses Fate or Fudge Dice (but I really dislike calling them Fudge Dice, so I will be referring to them by the former name instead of the latter). These are Fate Dice:
Funky, huh? I picked some up at my local comic book store. Every dice roll made in Diaspora is done by rolling 4dF (four of the Fate Dice). You add up all +’s, -‘s, blanks don’t change anything, and you will get a number between +4 and -4. Note that the chances of either a +4 or a -4 are very low, with zero being the most likely outcome (that’s just how the statistics works). Then, similar to d20 games, you may have a modifier which you add to your roll, and to succeed in an action you must have rolled higher than a set number which corresponds to how difficult the task is.
On a side note, I was having some fun and designed some 3D Printable Fate Dice, which look like this and are available to download for free here and here.
2.
The game doesn’t have a dungeon master or game master.
This game is much more collaborative than other games you may have played. When creating your world, all players get to create a chunk of the universe, which the players will be going to at some point. Each person can make a lonely prison colony on a rocky hunk of asteroid, or a thriving world that has been transformed into one continuous giant city.
Yes, there is still someone who creates bad guys describes the scene, but all major decisions are up to the ‘table consensus’ meaning that everyone playing must come to an agreement about many things that in typical RPGs the GM would figure out. I would like to point out that the ‘leader’ or whoever sets the scene also creates a character during the first session along with everyone else, to allow for other people to jump in and play as the narrator for an adventure of theirs, meaning that you can have multiple ‘leaders’ with the same universe and the same characters.
3.
Fate points change everything.
As far as I understand it, each player starts each session with 5 fate points, which they can use to change the events around them. For example, a player could make a deal with the narrator that the banged up ladder that the crooks are climbing down is “weak and rusty”. The narrator has two options: take one of the player’s fate points and let the described event happen, or give the player a fate point and say no, the ladder does not fall. This gives the players an immense amount of power in their world, making games less static than in traditional RPGs.
4.
Character creation is focused on deep character development.
Seriously, there is very little math, if any, when creating a character in Diaspora. The main part of the time is used to create wonderful backstories which intertwine with other players’ backstories and make for a truly richly developed character. Instead of calculating Reflex saving throws, you write a short paragraph about events that happened in your character’s life that led the to be who they are today. Yes, rolling dice plays a part, but the backstory (and what develops from that) is what is really important.
SPACE! THE FINAL FRONTIER! GOOD LUCK OUT THERE, THE GALAXY IS A TERRIFYING AND WONDERFUL PLACE!
I am so excited for this game. I haven’t gotten to play it much yet, but I will post an update once I get it all figured out! I plan on using some material from the free RPG Stars Without Number, which has an amazing random galaxy generator with tons of unique traits to each planet.