SEVEN days for SEVEN Worlds, Seven Worlds for FATE, and more Stretch Goals!
Just Seven days (Earth-rotation-measured) until the Seven Worlds Kickstarter ends, and things are kicking into high-g acceleration! (don't worry, the spaceships in Seven Worlds are carefully designed to keep you alive and safe in high-g). We just passed the $12,000 stretch goal mark, and as a result current backers will find two new battlemaps in the stretch goals link (if you don't have the link, check your previous backer-only updates, or contact me via Kickstarter or email).
Many stretch goals available, two new starship maps have just been added! We need your help to promote the project so we can reach the $15,000 mark! Thank you in advance for your help.
Seven Worlds for FATE Accelerated: What is it?
Since I announced the Seven Worlds FATE Accelerated Conversion Guide stretch goal at $15,000, I've been getting questions from FATE fans ("what does it contain? How does it work?") as well as from Savage Worlds fans ("I play Savage Worlds. Why should I care about FATE?"). I've thus decided to devote this update to talk about the plans for Seven Worlds for FATE. Savage Worlds fans, the next section will talk about FATE, but if you hang on, you might find interesting stuff as well!
(If you are unfamiliar with FATE and want to know more, check out this two-page comic by Up To Four Players for a quick introduction!).
Why FATE Accelerated?
As you all know, Seven Worlds was designed as an epic star-spanning campaign with a setting attached. This format allows you to run an epic, galaxy-shattering story and break things as needed (you can ignore the campaign and use the full setting if you prefer to keep things in their initial state).
To allow everyone to better experience the campaign, one of the original design goals of Seven Worlds was to support two systems:
- An exciting, full-fledged RPG system, able to handle deep character creation, awesome adventures, and detailed ship combat. The winning system for this was Savage Worlds.
- An extremely-light, story-oriented system focused on quickly and easily playing the story of the campaign. After evaluating many choices (including a homebrew system, as well as a modified version of the cool card-based SAGA System from TSR), I settled on FATE Accelerated and its standard approaches model.
To be clear, there is no FATE Accelerated version of Seven Worlds yet. I do, however, have several ideas and concepts that I'll share below. Turning these into a complete, play-tested and formatted set of guidelines requires a big effort. That's why we're so excited to reach the funded $15,000 stretch goal!
What should I expect the Seven Worlds FATE Accelerated Conversion Guide to contain?
Quite a lot! Some of the things currently included in the concept notes include:
- Assistant Aspects (assistants are the Siri- or Cortana-like 23rd century customized companions everyone has. Assistants are mentioned in more detail in the Campaign post).
- Simple rules for Psionics, including physical and mental manifestations.
- Aspect management to reflect home world and planetary characteristics such as high- or low-gravity, oxygen-level, illumination, culture and society, and more.
- A short conversion guide to run the Seven Worlds introductory adventure using FATE rules.
- And, of course, spaceships and space combat rules.
Following the spirit of FATE Accelerated, I'm striving to keep the rules light and open, avoiding cumbersome sub-systems whenever possible.
Show me some concepts!
And here's a very early concept of a Seven Worlds Accelerated spaceship sheet (click HERE for a higher-resolution image). There are many interesting ideas here such as specific stunts to represent Seven Worlds weapons, a detailed conditions model to represent different heat levels (FATE players, check out this essay to understand why managing Heat in a SF game is so important… and cool!), and ship size types.
This spaceship sheet is combined with simple but interesting rules around things such as dissipating heat in combat. Some playtesting is still needed (if we get this stretch goal unlocked, I'll need volunteers in the Seattle area to playtest!).
The bottom line is, Seven Worlds Accelerated promises to be a simple-but-powerful set of guidelines to enjoy the epic campaign of Seven Worlds with a minimum of fuzz!
Remember, the Seven Worlds FATE Core Conversion Guidelines document gets funded as a stretch goal when we reach $15,000!
We hope to have more news and updates for you as we approach the end of the Kickstarter. Thank you again for your support!