Simply Accelerated Mass Effect 2.0

Here is my second pass of Simply Accelerated Mass Effect. I have added some clarifying notes to the character creation, changed the approaches to the version seen in Dresden Files Accelerated, and made some alterations to the Races and Classes.

The Race and Class alterations were mostly streamlining. In some cases I changed them completely to move away from the design ethos of the stunts actually performing an action to the stunts modifying or expanding actions (as is proper).

Additionally, I notated the Mob rules I am using for the game (again, Dresden Files Accelerated) and added a section on how to handle vehicles. Check out the full document below:

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Recap: Investigate Broken Hill

Recently, I ran a session of my first draft of Simply Accelerated Mass Effect: a scaled down version of my Mass Effect Accelerated project, heavily inspired by It’s Not My Fault! Three player characters launched off the deck of a Systems Alliance dreadnought in a Kodiak shuttle, heading Earth-side on an important mission in Broken Hill, Australia only a few weeks after the end of the Reaper War. They were:

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Simply Accelerated Mass Effect!

Most of the feedback I had for my preview of Mass Effect Accelerated was very positive, but one critique that came up was that it seemed too complex for a game of Fate Accelerated. While I like the level of complexity and granularity I am achieving (as I think it models the video games well with Fate), it definitely isn’t for every Fate GM or player. This inspired me to take a pass at Mass Effect as modeled after the excellent It’s Not My Fault.

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