House Rules for Space Stations in Starblazer Adventures

Looking at the ship construction rules for Starblazer Adventures, it struck me that the book’s treatment of space stations is a bit… sparse. Basically, stations are treated the same as starships, just without maneuver or stardrive ratings. I think it could be a little more exciting than that. So, with greater excitement in mind, here’s [...]

Breaking Down Piloting in the FATE RPG

The Piloting skill in Starblazer Adventures has been bothering me. It seems unnecessary. Consider the skills list at large — Guns lets a character operate pretty much every kind of gun. Drive lets a character drive any kind of land vehicle. The Academics skill covers essentially any and every field of study. So why are [...]

Compels and More Compels

These articles have been around for awhile, but if you haven’t read them, they’re a great resource for understanding how compelling Aspects works in FATE: Compels in a Nutshell and More Compels in a Nutshell. Or, as braincraft put it over on RPG.net put it, “If you think of compels as monkey wrenches thrown into [...]

Collaborative Campaigning: When Player Input Attacks

Well, the introductory game was a success. We didn’t have a lot of time for the evening’s session, so not much happened — we played through an ambush scenario with some space pirates, and then the player characters wandered around Shanga Station a bit. More on Shanga in an upcoming post; I put together a [...]

House Rule: No Fate Points for Refusing Compels

One of the house rules I’m going to be implementing for my Starblazer Adventure games will be: no paying fate points to refuse compels. As written, the player has to either accept an aspect compel by the gamemaster, or pay a fate point. On an escalation, they have to pay two. On one level, I [...]