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:
Continue reading “Simply Accelerated Mass Effect 2.0”
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:
Continue reading “Recap: Investigate Broken Hill”
First play test adventure of the Simply Accelerated Mass Effect rules. Check it out!
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.
Continue reading “Simply Accelerated Mass Effect!”
As some of you are aware, I have been working on a Mass Effect Accelerated homebrew ever since I beat Mass Effect Andromeda. The marriage of the two was a no-brainer for me: I love Fate, and I love Mass Effect. Viola!
Continue reading “Sneak Peak: Mass Effect Accelerated!”
Last week, as a part of my celebration of Dresden Files Accelerated’s preorder release, I posted a couple of homebrew mantles. Today I want to revisit one of them: the Minor Talent. I’ve had a chance to work on this one a bit more due to working on a premade character for my next Dresden Files Accelerated game (more to come on that) and this is the result:
Continue reading “That’s a Cool Trick: Minor Talent Mk. II”
Dresden Files Accelerated is coming! To celebrate the preorder of one of my most anticipated releases of 2017, I thought I’d share a couple of homebrew Mantles I’ve cooked up. Don’t know what a Mantle is in Dresden Files Accelerated? Here’s the summarized version:
Mantles replace Templates from The Dresden Files RPG and act similar to classes – they help define who your character is and what they do. Mantles accomplish this by providing a set of free traits (conditions and stunts) that create the flavor of that Mantle. They also have a list of additional stunts that can be taken for Refresh.
Continue reading “Mantle Madness!”