Archiv nach Monaten: Januar 2013
Evil Hat haben es getan, vielmehr die Fans von FateCore. Die Unglaubliche statistik:
$409,346 pledged of $3,000 goal
10 hours to go
Damit wird Dresden Files Accelerated wirklichkeit und die Jungs von Evil Hat fangen mit wahnwitzigen Stretchgoals das Blödeln an.
Der zweiterfolgreichste Kickstarter beschehrt uns Spielmaterial ohne Ende und ein glattgezogenes universelles offizielles Fate. Fred Hicks beim erreichen der 400.00$:
We’ve detonated the $400,000 goal. Everyone at $10 and up will be getting a ridiculous $110 in PDFs! Dresden Files Accelerated will begin development in 2014. YOU DID IT!
We’ve got 14 hours to go and some celebrating to do. As part of that celebration, we’re gonna do a mixture of backer and money based “silly stretches” at this point. More may get added to this list as time goes on during the day, so drop on by and join in the “ride it on home” comment party!
At 9,000 backers, Fred will post a 6-second video of silliness. ALREADY ACHIEVED! http://vine.co/v/bJgX3lUuhmV (Check his Twitter Feed at @fredhicks for even more Vine-driven silliness.)
At 9,500 backers, Fred will release a soundfile of a selection of his villainous laughs into the public domain!
At $450,000, the Fate Core dingbat font will be released IMMEDIATELY instead of waiting until Fate Core is finalized!
At 10,000 backers, Fred will post a Vine video of him trying to hit the high note in a very rough karaoke cover of Mr. Roboto! Can he do it?! (Can YOU?!)
At $500,000, Fred and Lenny will sing a duet (song of their choice) and post it on youtube. SPOILER ALERT: Only Lenny is likely to be in key.
If we hit $517,256 we’ll knock Numenera off of the #1 spot for most funded RPG kickstarter of all time… Ambitious! But if we make it, Fred will pelt Chris Hanrahan (our brand marketing guy and the reason Dresden Files Accelerated showed up as a goal) with a stuffed pony until Chris relents and lets Fred do his Fate based space opera setting! (Just kidding. Chris may not relent. But Fred WILL pelt him with a stuffed pony!)
Feel free to name your own silly (or just awesome) stretch goals (that you will, yourself, fulfill — no promises on behalf of others!) in the comments below.
Y’all’ve earned some celebration time, Fate Corps! Party on!
Nach einigen Monaten Pause gibt es wieder Neuigkeiten rund um FateToGo zu berichten: es wird eine Nachauflage geben! Für alle, die bisher noch kein Steelcase ergattern konnten, ist dies nun die Gelegenheit. Wenn ihr also selbst nochmal eines bestellen wollt oder andere kennt, die F2G haben möchten, meldet euch über email@example.com. Ihr könnt dann direkt bei ProIndie bestellen, aber auch bei Spärenmeisters Spiele wird F2G wieder im Angebot sein. Die Boxen sind vermutlich ab Mitte Februar lieferbar.
FateToGo wird außerdem auf dem Gratisrollenspieltag 2012 (www.gratisrollenspieltag.de) am 2.2.2013 vertreten sein: zu diesem Anlass haben wir ein 24-seitiges Szenario/Abenteuer für F2G erstellt. Auf dem GraRoTa wird es als gedrucktes Heft verteilt, aber es ist auch bei Spärenmeisters Spiele verfügbar.
Hier die Links:
Ingo a fellow Blogger of Rpg related stuff did a Interview for us with Fred Hicks from Evil Hat Productions.
Ingo: Hello Fred Hicks, let us begin with your introduction and tell
us a bit about your gaming experiences?
Fred Hicks: Which experiences? I hail from a lot of gaming traditions. I
had my redbox time, my flings with Hero and Gamma World of various
editions, my college years of Fudge and Amber Diceless. They all inform my
tastes today. I’m a bit of a “gearhead” when I get time for it. I love a
clever, unobtrusive mechanic. It’s taken me a long time to come around to
seeing the strength of good settings, and moreover the unity of system and
Ingo: Imagine a new potential customer or fan. How would you briefly
describe FATE CORE. What makes it special? Why should a fan of the FATE
engine support the new version?
Fred Hicks: Fate Core is a roleplaying system that focuses on capturing
what’s excellent about fiction. It’s oriented on providing you tools that
give you the best possible story experience. An authentic one that focuses
on modeling great fiction, not physics. Because that’s what we sit down at
the gaming table to make: stories.
Ingo: What is the best and what is the most critical aspect of the
Fred Hicks: Clarity of vision and strength in communicating that vision.
The game is simply more on point, and better explained, than any prior
Ingo: What is the most important Fate Core feature or stretch goal
Fred Hicks: There are so many stretch goals! I’m particularly excited about
Fate Accelerated. We’re taking the 300-or-so pages of Fate Core, and paring
it down to more like 30-or-so, with an eye on giving a very easy to digest,
quick to jump in and play version of Fate that’s more accessible to
beginning gamers and folks who prefer to avoid the thicker rulebooks. We’re
not done creating it yet, but I have a feeling it’s going to land close to
the style of game that Rob Donoghue and I tend to run at our home tables.
Ingo: Your Fate Core Kickstarter is a remarkable success so far.
What do you think are reasons for this surprise?
Fred Hicks: For me the surprise is in the magnitude, not the success. We
spent a lot of time making sure that our design for this kickstarter was
smart, clear, and doing exactly what we wanted, while delivering a high
quality and undeniable value to the prospective backers. We paired that
with an existing audience that we took ten years to build. All the same, I
mainly hoped we’d do about as well as Dungeon World’s kickstarter did.
We’ve… done a bit better than that.
IngoIf I recall correctly you and Rob Donoghue created the game based on the FUDGE RPG engine.
Fred Hicks: You recall correctly.
IngoWhat is your opinion on the FUDGE RPG?
Fred Hicks: It’s the first example of a “crowd-sourced design” RPG I
can think of, and it came along in the early 1990s, on an internet
that many folks hadn’t heard of or used. Seriously ahead of its time.
But it was always, always geared towards the folks inclined to monkey
around with their game systems and often didn’t offer enough in the
way of “drag and drop” pre-constructed bits for people to just pick up
Fudge and start playing without having to make a number of decisions
first. Our earliest versions of Fate were mainly about trying to solve
IngoWhat other inspirations did you have?
Fred Hicks: Rob Donoghue reads a LOT of games and they turn into this
big synthesized soup of things in his head, so it’s often hard to
tease out where certain ideas and inspirations came from. Seventh Sea
was a big deal though, a direct trigger for the creation of aspects,
with its notion of having people *pay* for their disadvantages (like
having a nemesis) because that was a *cool thing* to have show up in
the story and put more spotlight time on the character who had it.
Really eye-opening. Over the Edge, Risus, and Amber Diceless all
played around in there too.
Fred Hicks: You recall correctly.
Ingo: Now others take over the development responsibility. What
happened and what do you think about giving your baby away?
Fred Hicks: Y’know, occasionally the whole open licensing thing gets
frustrating, when folks take our “baby” and run off in a direction that
does absolutely nothing for us. But that’s also the strength of it, part of
the reason that Fate has done as well as it has. Your baby doesn’t always
grow up the way you hoped she would, right? And that’s okay. We make our
babies so they do that: grow up, become their own person, go off into the
world and change it. By that metric I think Fate’s doing pretty damn well
no matter what folks are doing with it. Within the Evil Hat fold, tho,
it’s always been pretty easy to hand over the baby. We’re a very
collaborative company in that way. Ego doesn’t last long, and there’s
always a special alchemy that comes out of putting two or more creative
brains together under one hat.
Ingo: Crowdfunding (like Kickstarter, Indiegogo) seems to change
everything. E publishing and the electonic gaming support via smartphones
or tablets and online gaming of traditional RPG are gaining ground. It
seems the younger generation is lost for most unplugged gaming (traditional
RPGs and board games). They get great eyes for fancy video games. What do
you think about the current gaming scene and market development in general?
Fred Hicks: I think gaming is pretty strong even with the advances in
videogames supposedly siphoning away interest. I mean, what videogames do
well is a lot of complex math very quickly, right? So the value of “mathy”
tabletop games is diminished. That might make some parts of gaming look
like it’s dying, and maybe those parts are. But where I’m at I’m seeing
crazy diversity — way beyond what used to be available or supportable. And
sure, each individual game might be reaching smaller audience than the
titans of old. But in aggregate gamers are still a pretty sizable, strong
community. We just need to make sure we orient on ways to welcome new
players of any age into the hobby, rather than putting a new layer of
bricks on the barrier around our walled garden of a hobby. Fate Accelerated
and the games based on it are in part our effort — funded by the
Kickstarter — to make that just a little more possible.
Ingo: In the past Evil Hat did something unusual. On the company
blog you published the number of sold games. Now you gave the beta version
of FATE CORE to all backers of the Kickstarter Campaign. I think these
decisions are exemplary, but what is the idea behind this “open business”
Fred Hicks: It’s pretty simple. We’re treating people like we’d like to be
treated. Starting out as a game company 7 or so years back it was terribly
difficult to get at the information about what reasonable sales performance
looked like in gaming. So when we started *having* that information… we
provided it so others could benefit. Similarly, we’ve found time and again
that if we let folks get a look at our games before we send them to the
printer, their scrutiny leads to a better, stronger final product. So the
whole “get a look at Fate Core RIGHT NOW” thing for the Kickstarter was a
bit of a no-brainer.
Ingo: Please tell us about your future plans. As far as I know you
plan Paranet Papers for the Dresden Files RPG and a new expanded edition of
the RPG history book Designers & Dragons? Anything else?
Fred Hicks: Ha! I’d love to tell you about my future plans, but there’s
honestly just too much. Look at the stretch goals on the Fate Core
kickstarter, and blend that together with this post –
http://www.evilhat.com/home/state-of-the-hat-2012-nov/ — and you’ll have a
good sense of it all.
Ingo: Finally, some fun and quick questions.
Fred Hicks: Finally! The others have been so arduous! Seriously, tho, were
those earlier ones not supposed to be fun? I had fun.
Ingo: We start with: Role playing is …
Fred Hicks: … the way we celebrate the mad, wonderful ideas that happen
when one person’s thoughts escape the brain and go out for a night of
dancing with everyone else’s dreams.
Ingo: Favorite FATE variant?
Fred Hicks: Prior to Fate Core? (Because it’s totally Fate Core.) Diaspora
and Bulldogs! tend to get into a big fist-fight for supremacy, there. Each
one does what it’s setting out to do so very well.
Ingo: What was it like to work with Jim Butcher?
Fred Hicks: Awesome.
Ingo: Did he have problems of letting you play with his creation?
Fred Hicks: He did not.
Ingo: And: Did you play with him the final version of the RPG? If
so, how was it like?
Fred Hicks: Truth is, he loves the game, he’s seriously proud of it, but
he’s not likely ever to play it. “Too much like work,” he says. “You’ve
recreating my writing process too well. Can’t do it. Plus, what a nightmare
that’d be. I’ll be all, ‘Yes it DOES work like that, and I’m going to write
the next book to MAKE it that way!’”
Ingo: Gamemaster or player?
Fred Hicks: I was gamemaster a lot for a while, tag-teaming with Rob
Donoghue. Most recently we’re BOTH getting to be players for once, and it
is a freakin’ blast.
Ingo: What are the key ingredients for a great game?
Fred Hicks: Mechanics that produce an emotional response that bonds the
player to the experience. Great art. Clarity of presentation.
Ingo: You work as a freelance layoutist. The layouts for the Dresden
Files RPG and the Night Black Agents RPG are pretty complex.
Fred Hicks: I started work on Night’s Black Agents, but I was not
responsible for the final look of that game. Alas! But it turned out the
direction I was going, and my schedule, was a bad fit. I’ll take credit
(even tho I didn’t in the text) for the Dresden Files RPG though.
Ingo: Would you care to share your thoughts about good gaming
Fred Hicks: Whether you’re going minimalist or baroque, your layout has to
live in the same world as the material, but only to the extent that it
helps shed further light on what’s exciting about the setting and what’s
important about the text. Fancy fonts can be a distraction. Deliver the
goods in a way that enhances readability, learning, and the inherent
pleasure of the game.
Ingo: What do you plan for the Fate Core?
Fred Hicks: I plan to have Jeremy Keller complete his work on it! You can
see his strong but simple-to-behold design right now by pledging to the
Kickstarter and downloading the preview.
Ingo: A design tip for established or upcoming game developers?
Fred Hicks: Figure out what your system is doing that supports the soul of
the game, what it’s *really* about as an emotional and storytelling
experience. Strip out everything else. See how well *that* runs. Then add
back in only what’s needed to further enhance that.
Ingo: What was your first role playing book and board game?
Fred Hicks: My first board game was… gosh, I have really no idea. I think
for both of those it was the kid-age classics: red box D&D and Candyland.
Ingo: What is your favorite role playing game of all time and in
Fred Hicks: It’s hard to say no to Amber Diceless. Endlessly hacked by its
fans, it’s incredibly malleable, and just plain delivers the goods. So far
ahead of its time. In recent years? I’m seriously geeked about Marvel
Ingo: What is your favorite (board) game of all time and in recent
Fred Hicks: I love a good game of spades. Trick-taking games scratch a
special itch for me. Recent years — man, Shadows Over Camelot. So good.
Ingo: Favorite game designer and/or artist?
Fred Hicks: The Fate community. I ain’t gonna name specific names. The
aggregate group-mind of it all produces amazing stuff. Every day.
Ingo: I get the best ideas for my games when … or I am most
creative when … ?
Fred Hicks: … I’m in the shower.
Ingo: Thank you, Fred Hicks. Anything else you want to share with
Fred Hicks: We just announced the Dresden Files Accelerated stretch goal
for the Fate Core kickstarter. It’s at $400k and I really want to see us
hit it. We’ve got one week to make it there. I think we can do it. Please
come on by and help us make the goal!
Wie Rob in seinem Blog schreibt, hat die Fate Core Toolbox bisher etwa 17.000 Wörter – und enthält stolze 5 (!) Magiesysteme.
Da fragt man sich schon, ob man sich drüber freuen soll. Klar, Magie in DSA fühlt sich anders an als in Ars Magica. Wenn man 5 Systeme zur Auswahl hat, kann man entsprechende Spielgefühle nachbauen. Das ist gut. Andererseits hatte ich auch auf eine standardisierende Wirkung von Core gehofft, damit man nicht ständig neu lernen muss.
Fred Hicks spendiert eine Vorschau auf ein paar fertige Illustrationen aus der Feder von Kurt Kommodo die er für das kommende Regelwerk zeichnet. Keine schlechte Investition wie ich finde hat der Kickstarter doch unter anderem den Grund die Illustrationen für das Buch zu finanzieren.
Ein auf 30 Seiten eingedampftes voll zu FateCore kompatibles Regelwerk. Ein Regelwerk das Spielern und Neulingen in Fate gleichermaßen den Einstieg erleichtern soll. Ein Regelwerk das den beweisen will das man keine Seitenlangen Beschreibungen für das Regelleichtgewicht Fate braucht. Großartig ich bin dabei! Dieses Versprechen will Evil Hat mit Fate Accelerated einlösen wenn die statliche Summe von 215.000$ zusammen kommt. So ein Regelwerk würde ich fürchterlich gern haben, zuerst muss noch das nächste Stretchgoal im aktuellen Kickstarter von 195.000$ erreicht werden ( Aus dem Toolbox Softcover wird ein Hardcover ohne Aufpreis). Dennoch macht sich bei mir ein wenig Stirnrunzeln breit wie weit die Stretchgoals auseinander liegen und was man letztendlich dafür bekommt. 20.000$ für ein 30 Seiten light Regelwerk….
Dazu heißt es:
Today we’re proud to announce a new stretch goal (at $215,000) to produce a light-weight companion build of the Fate system: the Fate Accelerated Edition.
Why Accelerate Fate?
Fate Core is the best, clearest version of the Fate system we’ve ever put forth. And in it, we try to explain things as much as we can, to get into the “why” when the page count allows for it. With Fate Core, we don’t just want to teach people how to use the system — we want to train the reader to “think like Fate” by the end of her read-through.
All the same, that has produced a 320-ish page book, over 80,000 words. Which is great! But it’s also a lot of page count to tackle for folks who are looking to learn and start playing with the system as quickly as possible.
Fate is, at its heart, a simple system. So what happens if we aggressively strip Fate Core down, limiting the skill list to a small handful of broad approaches to problem-solving (e.g., Fast, Clever, Tough, Powerful, Sneaky)? What happens if we leave the “why” material for Fate Core, and instead focus solely on describing the basic procedures of play?
That’s the idea behind creating the Fate Accelerated Edition (FAE). With FAE, we’re looking to create a complete, roughly 32-page version — a 90% reduction in size! — of Fate, with an emphasis on starting play in half an hour, with rules that are accessible to beginners and veterans of nearly any age. This will be a version of Fate you can start playing with your kids early on, use to power your Fate-inspired LARP, use as another approach for introducing your group to the Fate system, or use as a light engine for one-shots, and so on.
Whoever you are, Fate Accelerated will be an easy bridge to cross to get into the wider play of Fate. Better yet, FAE will be completely compatible with Fate Core, enabling you to bring in the advice and system support from Core into any Accelerated game as you see fit.
Not everyone will want to approach Fate from a Fate-Core-first angle. So why make them? Accelerate Fate, and bring it to a wider audience of gamers old and new.
What Happens If Fate Accelerated Gets Funded
We’ll create Fate Accelerated; we’ll make it available via the same licensing schemes as Fate Core; and we’ll produce a slim softcover edition available at the very least via print-on-demand technology, but likely also available into retail and distribution channels too if they’ll have it.
We’re still sorting out the pricing on this thing, but ideally this would be something in the $10-15 range. We’ll let you know as soon as we make that decision, and will try to make this something that folks can acquire through upgrades to this Kickstarter. (If you want to pre-increase your pledge in anticipation of this stretch goal funding, $15 is a good amount.)
Ideally, we’d get this shipping at the same time as Fate Core. If not, we’d prefer to group its shipping together with one of the later two books (the Toolkit or the Worlds book).
Like Fate Core, we want to make Fate Accelerated free/pay-what-you-like in PDF form, to everyone, everywhere, when it’s published — one of the missions for Fate Accelerated is to get new players into both Fate and the RPG community, and making it just as available as Fate Core is how we’ll achieve it.
But that’s not all.
The Follow-Up: Accelerating Do
If Fate Accelerated Edition gets funded with your backer support, another stretch goal waits beyond it at $235,000: the fusion of Fate Accelerated Edition and Daniel Solis’s wonderful, Avatar-meets-the-Little-Prince setting first realized in Do: Pilgrims of the Flying Temple.
We call this chocolate-and-peanut-butter concoction Do: Fate of the Flying Temple.
The game will follow the adventures of Pilgrims from the Flying Temple after the temple has drifted away from the center of the sky, possibly lost forever. During the young Pilgrims’ travels they’ll encounter and help tiny worlds in trouble while searching for their lost home, gathering clues along the way and discovering what role they might play in its recovery.
They’ll also be carrying out their last mission, protecting and raising a powerful young dragon placed in their care. By watching their actions, the dragon will learn more about the world of Do and what its place is to be in it. With each action the Pilgrims take, their dragon will change… perhaps for the better, perhaps for the worse.
We think the world of Do is perfect for FAE; we’d love to bring this family-friendly, brightly colored, fanciful and frankly gorgeous setting to life in the Fate system, telling coming-of-age tales that feature plenty of daring soar-through-the-skies action and delicious story-driven complications as only Fate can deliver.
Help us fund this second goal, and we’ll produce a slim, high-production-value game perfect for introducing new players to Fate — and with the kind of eye-popping visuals and concepts that will delight old-guard gamers as well.
So what do you say? Are you ready to help us really step on the gas with Fate? Let’s join forces, folks, and accelerate!