Actual Play – Droid Rampage (6/11/2016)

FAE-Bookcover_300x450GM: Jonh Kim
Players: Milo Kim, Eric Lytle, Sean Nittner, and my littles
System: Fate Accelerated

Star Wars Game Day at Endgame

Thanks to EndGame for hosting a Star Wars game day! I got this buzz after watching Force Awakens that I just felt like the Star Wars universe had opened back up in a way it hadn’t done since New Hope and Empire but before Jedi. Like it’s clear that the story is unfinished, which just felt so freeing. We can make our own Star Wars Stories!

Here are the four games that we had on deck:

  • Droid Rampage by John Kim – Fate Accelerated (the game I played in)
  • Rescue at Glare Peak by Tim Sanders – Age of Rebellion
  • The Light, the Dark, and the Ugly by Montel Lin – Force and Destiny
  • Emergency Alert in Detention Block AA-23 by Gil Treviso – Stare O.R.E. (One Roll Engine)

Game Description

You are a special circle of droids who served in the Rebellion, now living in the New Republic. Adjusting to peacetime is harder than you thought, and you have hatched a plan to repair yourselves on Coruscant. A saga of soldiers back from war, struggling against a system that doesn’t want them.

John’s Blurb on Facebook

I’ll be running a Star Wars tabletop game this Saturday at EndGame Oakland, where the characters are all droids – because I’m intrigued by how droids are clearly portrayed as people with thoughts and feelings, but are never quite treated as people.

Difficult Discussions

This game was full of shoot outs, mad chases through Coruscant, impersonating New Republic officials, seeking out the truth, and blaster fire!

However, the primary thrust of the story was the problematic question about the value of a droid’s life. They are sentient creatures and yet considered property.  Our game started with the discovery that one among us had their memories erased and had been reprogrammed with new directives. They did not recognize their old allies, nor did they even know something was wrong. As far as they knew they were 11 hours old…and a lifetime of shared experiences were just obliterated.

So yes, we chased down the person who did this, and yes we eventually recovered the memory banks, but we could have just have easily not done it. They might not have made a backup, or we might not have been able to recover it.

So this game, set in the star wars universe had us discussion questions of slavery, classism, second class citizenry, the transgression of taking away someone’s free will, and whether or not free will can ever truly be “granted” to anything. All of this in a game with young players age 10, 13, and 16. It was some fucking powerful stuff.

In the end when given the choice of what to do, to find another human that we hoped would take us in and honor our sentience or set off on our own, the group was divided but eventually decided that we couldn’t trust any organics: the empire, the rebels, or the new republic, to care about us, so we would set out on our own and try to find our own way.

Shadows over EndGame

Missed out on Star Wars day and want to play some games?

Join us Saturday, July 23rd at Endgame for a day of eldritch horror of the Lovecraftian ilk. Four games will delve into the Cthulhu mythos using different rules, themes, settings, and time periods. Bringing the cosmic horror will be four GMs each running a different system demonstrating the terrifying scope of Lovecraft’s universe.

Sign up here!

What rocked

The content of this game was some of the best sci-fi I’ve played in. Specifically looking at very human issues through the lens of something fantastical. We’re talking about the trials that marginalized people have encountered throughout history, and we were doing it with speeders and access codes and blast doors.  There was a point where our BB droid had the access codes to our blank slate friends memory banks. Though she couldn’t restore his memories, she could remove the new directives…but then what to do? Give him free will and see what he does given that he doesn’t remember any of us? Or give him a new direct to follow us…thus trading one set of orders for another? It was tough call!

Stepping back from that a bit, we also have some very Fate like action adventure. The chase scene between speeders in Coruscant was something right out of the speeder bike chase on the forest moon of Endor. Some of my flubbed deception was just as bad as Han’s fast talking, and we had a battle droid (same chassis as General Grievous) that was a nightmare of claws and blaster bolts! There was also a BB unit, with lighter and all! This mixture of action and levity along with the serious issues that were the primary thrust of the game made it powerful experience as well as a thrill ride.

I finally had a chance to play a game at EndGame and eat at the cafe. My dreams have come true!

What could have improved

We had some environmental factors that were rough. My little ones are very quiet and hearing them over the din of other three other games plus a magic event was a bit tough. We moved some seats around and huddled close together, but even then, it was a challenging sometimes.

John mentioned trying to run this again with Steal Away Jordan, which I think would give it a decidedly different flavor, primarily because the either the presence of an owner (that would have to be added to the game or abstracted somehow) and because the mechanics of Steal Away Jordan are significantly less permissive (by design) than Fate is. I’m very interested to hear how that game runs if he does try it.

Actual Play – Invitation to Hogwarts School of Witchcraft and Wizardry (9/21/2013)

FAE-Bookcover_300x450GM: Sean Nittner
Players: My daughters and birthday friends
System: Fate Accelerated
Setting: Potter-verse

For her birthday I gave my daughter two copies of Fate Accelerated and a set of Fate Dice. I told her I would run a game for her and her friends in any setting, but that next time we played FAE she was going to run for me. She’s 11, time to get this ball rolling.

She opted for the Potter-verse, which is a nice setting because it’s so easy to slot kids into. It occurred to be that it was especially appropriate that she was turning 11, as I could send her an “invitation”.

I wrapped her parcel in orange paper and twine (magic twine mind you) and then included a letter, which was an invitation to Hogwarts (as 11 year olds get on their birthday) along with a caveat that in order to keep the muggles from getting suspicious, we would be pretending to play a game of Fate Accelerated. If you think about it too hard it doesn’t work, but don’t think that hard, she loved it!

A parcel for my little.

Yup, we broke out the sealing wax.

Parcel01

Parcel02

 

Little witches and wizards

Everyone made their young wizards and witches together. I had to play a bit of interference to make sure one characters concept didn’t appropriate the others, but we were quite happy with the results. Most of the trouble aspects ended up being unintended or exaggerated consequences of the high concepts.  For example Anubus Pok was a water elementalist whose trouble was that she needed to be around water. Some of them varied a bit, Crystal Stone was the youngest witch at Hogwarts but was also an Orphan.

Stunts went really well. In fact I think a stunt is where you make FAE into FAE-X. In this case stunts made FAE into FAE-Harry Potter.

Here were some of them:

  • Flashy Magic: I get a +2 when I Flashily Create an Advantage when making distractions with magic.
  • Flaming Hair: I get a +2 when Forcefully trying to scare someone with my flaming hair.
  • Magic Twine: Wrap someone or something up once per game by saying the magic words.

We also had one “I am batman” character. He had no name (literally, both his name and high concept was “no name”) and immediately filled out all of his aspects with powers like “Illusions”, “Invisibility”, “Nature Elementalist”, etc. When I told him the values to pick for approaches (one at +3, two at +2, etc) He entered numbers from +10 to +15. His one stunt was “Be in infinite places”.  As a young gamer, excited about being all powerful, I knew that it would be an uphill battle to address each of these issues. Instead I just had him change his approaches and then left the rest with one caveat. The reason he could be invisible, or be in infinite places was because he was a ghost. He didn’t like the idea of being dead at first but I eventually got him to warm up to it when Peeves the Poltergeist acknowledged him as one of them.

Arriving at Hogwarts

We started out the session with each of the new students arriving at Hogwarts for the first time. They got off the train, onto the boat with Hagrid and then to the great hall. Only one of them was accidentally left behind. Someone had missed Crystal Stone [Compelling her aspect of being without a family] and her boat started drifting away with her on it! Her new friends came to the rescue with some water evocations to bring the boat to shore and a helping hand once she got there. Thanks friends!

Something is up with the sorting hat

I described the teachers as all being a bit on edge (I know, unimaginable) and trying to hurry the children along through the sorting ceremony. When the first PC went up to be sorted (Lily Figrazz, our friend of magical creatures) she spotted a raven in the rafters just as it swooped down, swiped the sorting hat off her head and flew down a corridor. In an attempt to catch it, Mrs. Mcgonagall slammed the doors shut with a Colloportus spell, but it was too late. The raven slipped past and only left a single tail feather trapped beween the two massive doors that slammed behind it.

What followed was a merry romp of children ignoring adults, sneaking off, and finding the sorting hat. They used various magics and clever ingenuity to get through the magically locked door and track the raven back to a hidden chamber. There they found a grump goblin holding the sorting hat and surrounded by mounds and mounds of things: books, a globe, a large chest, several pairs of night clothes, a silver shimmering sword and may others. The goblin had been pulling things out of the hat but in frustration it would not give him back the fine set of boots the hat had “stolen” from him.

The children captured the goblin and turned him in, along with the sorting hat, finally ending with a resounding cry from the hat of “Gryffindor”!

Aftermath

If the game wasn’t fun, at least it was tasty!

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Thoughts on this game

It was a short game and one full of interruptions. Parents arriving, pizza and desert being served, and sometimes totally unrelated tangents. The kids had fun though, and I think planned to keeping playing their characters in stories they told.

My little one told me she has read FAE and is ready to run a game. I’m excited to see what she does with it!

Gaming with kids is great. They really surprise me with their range. They can be totally sweet and helpful or totally vicious and brutal.

Having one very reluctant player also poses interesting opportunities. Do you let them hang back until they want to contribute? Do you try to entice them to interact? I did a little of both and it worked reasonably well, but I could tell the energy of the table suffered. What was previously a really excited group (this player came to the game late) got much quieter and more pensive as we waited for his responses.

Actual Play – Boxcar Children #134: Mystery of the Sunken Submarine (7/20/2013)

FAE-Bookcover_300x450GM: Sean Nittner
Players: Geoff McCool, and three awesome kids (including mine)
System: Fate Accelerated
Variations: YP Game

Game Description (for Good Omens Con)

When the Aldens arrive on the coast for a summer vacation, nobody expects to find bits of an old submarine washing up on the shore. How did it get there, and what does it mean?

This is a Young Players game. All ages welcome.

Prepping to run for the Boxcar Kids

My 10 year old, who is really well versed in Boxcar Chilren helped me make all of the characters. They were really simple, which appealed to me for this game. For instance, each one had a high concept like Friendly Kid, Curious Kid, etc. Watch, being the watchdog, had the concept “Quick-witted Dog”. Their troubles were a bit more varied, but even they were pretty simple “Easily Distracted” and “Always Hungry”, for example.

Also, we talked about the approaches, we also decided that two approaches really needed to be folded into the existing ones. The kids solve mysteries by being inquisitive, friendly, and tenacious. Inquisitive was already covered well enough by Cleverly (and sometimes Carefully), but we wanted the others to have  home. We decided that Friendly was a part of Flashily, and that Tenaciously was a part of Forcefully (an more appropriate than the typical use Forcefully in).

So, some though was necessary, but no major tweaks or hacks for the game.

Writing a Mystery

I realized that I boxed myself into a corner here. I don’t usually write mystery games. My experience with them is that they usually feel (both as the GM and player) that the characters must be led around by their nose and that any true discovery is generally tangential to the core plot/mystery.

Yet, there it was, my game submitted with people sign up to play it and my own daughters telling me how excited the where about it. So, a mystery was needed.

I decided to have two sets of people involved here. Legitimate/Complicated authorities and Villains. The authorities were good guys, but would have some kind of catch that made them obstacles. The villains appeared to be good guys (or authorities) but have a less than honorable motivation.

I came up with this: Treasure Hunters wanting to look a submarine (which was miraculously sunken not far off the coast of a beach) before the officials found it. Their cover up, which was also the first clue for the kids, and the prompt to action was pretending that their had been a chemical spill and using that excuse to close the beach. Issues for the game: “Sunken Treasure” and “Beach Closed”.

What blew me away was how much we were able to build off just that. I just kept asking myself (or asking the kids, or having them ask me) questions about how this would work. Some of those questions were before the game started (like, if someone is going to shut down the beach they probably work for the County, so one of the villains is a Hazmat employee of the county… oooh, better yet, she’s a ex-employee who’s down on her luck and filling out fake paperwork posing as her old position).  Most of them, however were asked and answered in play.

Character Selection

We made the character half-baked. They had high concept, trouble, approaches, and one stunt. This still left room for two more stunts (or more by buying down refresh) and a couple more aspects.

Since FAE is so simple, and most of the players (my kids included) were familiar enough with it, we started playing within the first 30 minutes of our time slot. Record timing!

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The play ins the thing

TL;DW (Too Long; Didn’t Write) My two kids plus two others played Jessie, Violet, Benny, and Watch on an adventure to uncover two miscreants trying to steal treasure from a long forgotten submarine! Good times.

What I loved the most was how the kids were both adventurous and brave, while still being kids. We didn’t have a single fight in the game, but we did create aspects like “Newspaper Article” and “Secret Swimsuit”.

Geoff wrote me after the game:

I just wanted to say thanks again for running yesterday.  I kept having these visions during the game that if “normal”, older, risk-taking gamers were playing the game (playing the kid characters) they would be trying to use the old/new diving equipment to find the sunken treasure.  Then I imagined real kids, yours or mine, actually donning the equipment or boating alone out in the Pacific and trying not to panic.  Good times…

I really liked that.. The were brave, but not careless, and they solved problems by being friendly and curious, not by hurting people or taking things that weren’t theirs. Pretty damn cool.

Consequences

Nobody took stress in the game, in fact if I run a Boxcar Children game again, I’ll remove the stress track and just have consequences (which is what I effectively did in play). There was one consequence however, and I really liked how it turned out.

Late at night the Jessie and Watch snuck into a cave where they knew the villains were hiding an inflatable raft and diving gear that they had been taking out to explore the submarine. The tide was up however, which meant that had to get wet. For Watch, this wasn’t a problem, but the water was really cold and so although Jessie did it, there was a cost.

After the scene, I told the player (who happened to be my 8 year old daughter) that the water had been really cold, and she might have gotten sick from being in it. She rolled her Tenaciousness (Forcefully) vs. the Water’s cold and missed the roll by two. I had her take a mild consequence of the “The Sniffles” from her late night swimming in the Pacific.

She took this with a smile, and later played up her sniffles, which was a lot of fun. Still though, I think she got the idea that some things can have consequences, and I like to think there was a certain learning moment there as well. The upside of course being that her sacrifice was worth it, as they found the sunken submarine, and the villains trying to rob it’s treasures.

Thoughts on the game

I was worried about filling up four hours. As it turns out, the kids threw me so many twists and turns that we finished up just in time.

I found it really easy to make up things for this game, way more so that for other games, because embracing American classics was baked into the setting. We had characters like Sandy Fairweather, Moe Hollander, Col. Maurice Acres (Moe’s great-great Uncle). The names were almost comical (especially Sandy, a park ranger spending all her time inspecting the beach), but it never detracted from the game. They were appropriate, not a pun or farce.

As mentioned above it was great that the kids were super adventurous while still being kids. And I never had to tell them to step back from the gonzo, they knew it intuitively.

Kids tend to be very forgiving. A submarine from the 1930s sunk off the coast of Santa Cruz??? Yeah, there was a couple plot holes there I could have fixed with a bit less making it up and a bit more Wikipedia, but even when we all realized something didn’t make sense we either edited the detail or folded it in to the “mystery”.

Prep for this game was four characters, two issues, and about an hour of asking myself questions. That was great!

Characters:

Benny

Jessie

Violet

Watch

Henry

Actual Play – Humanity for Sale (6/22/2013)

FAE-Bookcover_300x450GM: Josh Curtis
Players: Sean Nittner, Justin Evans, and Zach
System: Fate Accelerated

We checked into the Hotel Tomo, where BoyCon would continue and got our fill of Anime themed hospitality. After some board games and awesome pizza at Infero Pizza, we settled in for a nice game of FAE, set in an early (2025) Cyberpunk setting.

The Setup

Josh, perhaps because he knows a few things about environmental studies, proposed the most awesome segue between life as we know it and a grim cyberpunk reality. From his description – which included Greece exiting from the Euro Union, global warning advancing faster that society could bulwark themselves against, and international theft of Cyber-ware trade secrets – I imagined that he had been reading Cyberpunk settings or work on this one for quite some time. Nope, he had thought up all of it on the drive in that morning.

Damn!

Prelude

Josh opened us up playing three security guards at a skyplex owned (at least in part) by Bio Gen. The twin skyplexes security network has been under attack by an invasive virus, and the power to both buildings had just gone out. We were there to keep people calm in a time of possible panic.

There really wasn’t much panic. People leaving to get a pizza until the power came back on mostly…. Until a scientist walked out of the elevator (emergency power) and while we were distracted by her long legs and feigned dripping of her badge, her built-like-Fabio boyfriend came charging out of the elevator and cold-clocked one of us!

After a scuffle they escaped into the night and we faded to black over the urban swamp of LA 2025.

Game Aspects

Josh put out one setting aspect and then asked for others. His was.

Urban swamps surround worlds largest port

The port in LA was built up, but everything around it has been submerged as the tides rose, leaving most of LA a swampland. Many buildings were abandoned on the lower floors (as they were under water) and the 3rd floor was the new 1st!

We made up some new stories, added some details about the state of things and then decided that once a person had a certain amount of their body replaced by Cyberware (3/5), they stopped being recognized as citizens with rights, and were indentured servants to the company that owned their Cyberware. Second class citizens known as “fractions”.

Humanity for Sale (the 3/5th Law)

Characters

Character creation wen’t beautifully smoothly, as I think it always will in FAE. Josh mentioned that both Cyberware (Obvious in this setting, no wetware or concealed cyber components) and being wired (able to jack directly into the “Net”) required and aspect that defined us as such, and then allowed us to spend down some of our refresh for cyber/wired stunts.

I thought that was a nice bit of mechanical crunch to signify the difference between the pure humans, and those that had been modified by nascent technology. He also allowed two stunts to “stack” so long as they were Cyber or Wired. So, for instance you could have “Because of my Hyper-Kinetic Cyber Arm I have +4 to Forcefully Attack when fighting in close quarters” and have that take up two stunt slots. Some pretty hefty might there.

He also said we could define said cyberware in play, which was great, because I got to add all the flavor I wanted and then define it as a stunt as needed, which leads to our characters.

I played a Grexit (Greek Euro Zone Exit Refugee) loaded up with Cyberware by jointly held corporations. I think my name was George, but I went by SNix, a shortening of the Serial Number SN68v4, which identified George as corporate property.

Justin was playing Hu Kai, a freelance Net Runner associated with a grey market think tank called the Walled Garden. Hu Kai was deep in debt (to various organizations) but was a genius prized for his security compromising skills.

Zach played a fixer named Schmitt. He owned a swamp boat (the Schmitty) and was friends with everyone… literally everyone. Schmitt helped people find people. He was an addict though, hooded on memory stims, and often pursuing a high at the extent of all else.

Good stuff.

The play is the thing

Josh started us off with a job. We were hired to recover stolen property (reference the prelude above).  I won’t go into the details of the plot since he might run it again, but here are some of the highlights of play.

The system was really seamless. We typically used overcome obstacles to deal with trouble, and compels to get into it. Josh made sure to play up our trouble aspects (Hu Kai’s debt, SNix’s servitude, and specifically the hit of the entire Library of Congress in three seconds, Schmitt’s addition). They were both prompts to action as well as complications along the way.

We started the the game late so it was a shortish session, but in that time we saw the inner workings of Josh’s world concept, finished the job, and had some fun character development.

Thoughts on the game

FAE once again impresses me with simple and elegant character creation.

Josh’s ideas for the setting, though not all new, formed a comprehensive picture that was just awesome. Just imagine if everything we were afraid might go wrong (global warming accelerating, privatization of all government services, and the denigration of human rights) did… and then did some more. Josh had it spot on.

Playing a pariah character who really didn’t accept that he was any different than anyone else was fun times. Legally he was bound to service, but this was new to him and he wasn’t ready to accept it.

The wide latitude given to approaches in FAE is great for flavoring your actions, whether they be using cyber-eyes to scan and record a transaction or Future Facebook to make friends with people in real life, it was easy to fit the fiction into the mechanics and back again.

 

 

Actual Play – Avatar the Fate Accelerated Bender (5/26/2013)

FAE-Bookcover_300x450GM: Brian Williams
Players: My big little, Sean Nittner, Karen Twelves, Julie Southworth, and Zed Lopez
System: Fate Accelerated
Setting: Avatar: The Last Air Bender

Brian (and the rest of us) all had our first game of FAE. And it was loads of fun. Brian talked a little bit about the setting, which we had different degrees of familiarity with and then we got to deciding what was going on, and what mattered.

Setting Aspects

The Avatar is Gone – We decided to set this before Ang was awoken, when everything is way out of wack because there hasn’t been an Avatar in 100 years and people are loosing it. The Air Benders are more ascetic than ever, separated from reality. Meanwhile the Fire Benders are waging war on all of their neighbors, conquering everyone in their path.

Crossroads of the Earth Kingdom – We decided to start in a part of Earth Kingdom besieged by Fire. Lands previously owned by Earth had been conquered and Earth’s forces pushed back. What was once a small town was now a major thoroughfare for both refugees and military transports.

Character creation

From that we decided to make characters in the military. People fighting to protect the Earth Kingdoms for one reason or another.

Osha – The troubled waterbender. Osha was raised to protect the tribes of the north, but was using her knowledge of battle to aid earth now. Also, being away from her family allowed her experiment with the taboo Blood Bending without raising suspicion from her tribe.

Ataru – The Angriest Air Bender came down from the mountain because he was infuriated that the Air Kingdom would do nothing in this war. He believed they should fight, and fight he would.

Akane – The Earth Bender soldier who wanted to protect her homeland and her family. She wielded tremendous power, but was compromised by concerns for her own family.

Liu-Chen was a cobbler from the Earth Kingdom who’s lands had been conquered by Fire. Once a refugee, now a volunteer soldier, she was still terrified of Fire’s wrath, and felt helpless to fight it.

Haruka was a defector from the Fire Nation. Though she did not Bend, she came from a very powerful family in the Fire Nation, and from them stole the scrolls which taught the Fire Bending technique. Her brother Haruki was a general in the Fire Nation (and a powerful Bender) and he personal sought to bring her back. Dead or alive.

I dug our group. We were kind of misfits by nature. That’s the spirit of Fate really, the protagonists always (because of their High Concept and Trouble aspects) stick out. They don’t fit in the rank and file, and so of course have adventures of their own.

I also liked that we played a mix of Benders and non-Benders. As much as I love crazy bending power, I played a non-Bender because I wanted to explore if I could have just as much fun with FAE *not* having super powers when others did. (Spoiler: I did).

The Setup

After our characters were made, Brian added two new setting aspects: Defending No place and Rump of the Army. Essentially, in all this fighting, we had been relegated to the far, far reserves, where nothing was happening and we weren’t doing any good. Liu-Chen was pretty happy about this, but the rest of the characters were infuriated. Haruka wanted to get her scrolls to a general or strategist that could use them to fight the Fire Nation. Osha wanted opportunities to practice Blood Bending, Akane wanted to protect her people, and Ataru, he just wanted to get in a fight.

It didn’t take much to provoke us. A sneak attack the previous night, followed by silence the following night that left us all anxious there would be another one. Sure enough, when our commanding officer ordered we sit and wait, we all snuck off (even Liu-Chen) to be part of the action.

The Play is the Thing

Once we broke the line, it was on!

Brian gave us some obstacle to overcome to get out of camp without being detected. We got at least one significant cost, which led to a twist of finding some Fire Benders trying to sneak across the line themselves!

Fight! That led to a big conflict as jumped into their midst. We did all the normal conflict bits: attacks, creating advantages, etc. It was fun fight, mostly against the mooks. One thing they did was set off a signal flare, which spun into into a contest later (see below), but otherwise they were mostly fodder. This is where I had a lot of fun, showing that Haruka’s training with Fire Benders (that was actually her stunt) allowed her to get inside their defense and bat away their arms before the could throw fire into her face. With some bad as kung-fu and cartoon style choreography she was able to hold her own against them. This is also mechanically of course, because there was really no distinction between a Bender and a non Bender, but I wanted to make sure we could maintain that sense of capability in the fiction.

After the fight, we figured out that the signal flare was for, a giant juggernaut that the shock troops were guiding across the field in the night with their flare. It came rumbling after us and we realized we had to get to the Earth lines to warn them… and Fast! We handled this a s contest and each of us got a chance to contribute. Some by running, some by slowing down the giant death machine, and some by helping to move along our captive… by way of Blood Bending their unconscious body into moving on its own!

We arrived and there was much rejoicing. When the sun rose we saw the giant juggernaut which we had immobilized shake with impotent rage as the Earth catapults destroyed it! We got medals and were finally appointed to do what we did best. It was a very New Hope kind of end.

Thoughts on this game

Like others have, I noticed that pretty much every roll was made with a +2 or +3 approach, and like Fred noted on FateRPG.com, I really didn’t think that was much of a problem.  More it showed how the protagonist figured out clever ways of using their strengths to fight a problem.

I really dug some of the social issues in the game. There was a strong sense of the non-benders as 2nd class citizens, and I certainly played a character with something to prove. A lot of that was called onto the carpet early on, and came up in different ways several times. We also had some distinct notion of the what the different nations thought of each other. I dug the tension there.

I had a lot of fun with Liu-Chen, specifically trying to form a bond with her in the midst of all this violence. At one point I grabbed a Bender and put him in a “Five Dragon Choke Hold” (create advantage) so she could punch him out. Good times!

As my first experience with FAE, I was quite impressed. Very good system for doing a pick up game and slapping an existing setting right on top of.

Pic of the game:

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