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Cave Troll
 
Joined: Mon Nov 14, 2011 8:04 pm
Posts: 68
Location: Fort Pierce, FL
 Post subject: Fate Core/Accelerated
PostPosted: Sat Mar 15, 2014 11:20 pm 
I've created a Fate Core/Accelerated framework for Maptool. Link for the framework is here.

For how it works I have a couple videos made for it.

Basic usage video

Initiative, aspect tracking and new stunt/extra boxes


The main features of it is comprehensive aspect tracking and flexibility. It supports things like adding custom consequences, skills, stress tracks, lists like stunts/extras and so on to tokens. So you could setup an army unit with an operations skill, a moral stress track and custom name/value consequences if you wanted to.

Known Issues

When someone updates their character sheet and saves it, it causes the chat bell to sound off. This is due to Maptool trying to force everyone to refresh their map aspects window.

When a player updates their aspects it won't trigger a refresh of the GM's map aspects window. As a GM you'll need to get into the habit of hitting F5 a lot to refresh your map aspects.

If anyone has their character sheet open and you move their token to another map, they may need to close and re-open their character sheet. Note that this bug is the most common thing your players will run into. If their character sheet doesn't seem to be working, have them close and re-open it.


Last edited by Dracones on Sun Mar 16, 2014 12:17 am, edited 1 time in total.

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Cave Troll
 
Joined: Mon Nov 14, 2011 8:04 pm
Posts: 68
Location: Fort Pierce, FL
 Post subject: Re: Fate Core/Accelerated
PostPosted: Sat Mar 15, 2014 11:22 pm 
Some sample screen shots.

Image


Image



Example character sheet using custom skills and stress track. In this case rather than using physical/mental tracks I added a custom track called Stress. This token was a fire that the PCs were fighting against.

Image



There's a pretty good article on using the Fate fractal for designing an adventure character that the PCs work against: http://ryanmdanks.com/?p=496

Here's a screenshot example of a token setup as a Fate adventure fractal.

Image


Last edited by Dracones on Tue Mar 18, 2014 3:51 pm, edited 2 times in total.

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Cave Troll
 
Joined: Mon Nov 14, 2011 8:04 pm
Posts: 68
Location: Fort Pierce, FL
 Post subject: Re: Fate Core/Accelerated
PostPosted: Sun Mar 16, 2014 12:11 am 
Basic usage if you're not into watching the videos.

Everything works from the campaign panel. There are GM options and player options, though the players can pretty much do everything from the character sheet(F2).

Image


From the GM standpoint, you first want to use the library actions and setup your skills, consequences, stunts/extras type boxes you'll be using on the sheet, stress tracks, initiative skills and so on.

Image


Once that's done, you can drag a token onto the map and use the token actions interface. You first use "Setup as a Blank Fate Token" to setup the token which will give you a blank character sheet that has the ability to edit aspects.

From there you can add other character sheet options onto the token. Skills, stress tracks, consequences, fate points, and stunt/extras boxes. You can choose to add library options or you can add custom one offs onto a token.

Image


There are some presets put together for quickly setting up a token. You can easily make a token a PC token or setup a token as an average, poor or good NPC. In addition to that you can quickly turn a token into a mob from the token presets interface.

Image


There's a couple small utilities added. The main part to this is the ability to manage initiative. Here you can add tokens to the initiative tracker for physical or mental combat. You can also clear tags/boosts from a selection of tokens and move selected tokens to another map.

Image


Last edited by Dracones on Mon Mar 17, 2014 4:39 pm, edited 1 time in total.

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Kobold
 
Joined: Fri Mar 13, 2009 12:33 pm
Posts: 23
 Post subject: Re: Fate Core/Accelerated
PostPosted: Mon Mar 17, 2014 4:25 pm 
This is awesome -- I needed it very badly. Thank you for your work!


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Deity
 
Joined: Fri Mar 20, 2009 4:40 am
Posts: 9419
Location: Netherlands
 Post subject: Re: Fate Core/Accelerate
PostPosted: Mon Mar 17, 2014 4:33 pm 
Very nice! Good documentation! Might I suggest that you put spoiler tags around the pics? You can have a look at my FW post linked in sig to see what I mean.

Keep up the good work!

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GETTING STARTED WITH MAPTOOLS - TUTORIALS, DOCS, VIDEOS, TOOLS, ETC

My stuff
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MT Tools: Bag of Tricks: Tools for Maptool, Dungeon Builder I, Dungeon Builder II,onMouseOverEvent and
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Wiki: Debugging Tutorial, Speed Up Your Macros, Working With Two CODE Levels, Shortcut Keys, Avoiding Stack Overflow, READ THIS


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Cave Troll
 
Joined: Mon Nov 14, 2011 8:04 pm
Posts: 68
Location: Fort Pierce, FL
 Post subject: Re: Fate Core/Accelerate
PostPosted: Mon Mar 17, 2014 4:41 pm 
wolph42 wrote:
Very nice! Good documentation! Might I suggest that you put spoiler tags around the pics? You can have a look at my FW post linked in sig to see what I mean.


Ah yeah, good idea. Thanks.


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Kobold
 
Joined: Fri Mar 13, 2009 12:33 pm
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 Post subject: Re: Fate Core/Accelerated
PostPosted: Mon Mar 17, 2014 9:13 pm 
So, I've downloaded the version you linked, but I'm having some problems. The campaign macro window has only the character sheet macro button on it. The Library token as a bunch of macros on it, but there isn't one that will let me call up the library window.

I've tried it in b87, which we normally use, and with b89, the newest.

Attachment:
no-campaign-buttons.png
no-campaign-buttons.png [ 446.63 KiB | Viewed 3244 times ]


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Cave Troll
 
Joined: Mon Nov 14, 2011 8:04 pm
Posts: 68
Location: Fort Pierce, FL
 Post subject: Re: Fate Core/Accelerated
PostPosted: Mon Mar 17, 2014 9:26 pm 
That framework isn't mine. Mine should be called Fate_Core.cmpgn.

Fate_b76_095.cmpgn is the Fate v3 framework that's been on the forums for awhile.

Specifically it should look like the below when you start it up.

Image


Notice that the title window says Fate_Core.


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Kobold
 
Joined: Fri Mar 13, 2009 12:33 pm
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 Post subject: Re: Fate Core/Accelerated
PostPosted: Tue Mar 18, 2014 8:32 am 
Doh! You're right. Not sure how I got that turned around. Thanks!

-j


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Cave Troll
 
Joined: Wed Dec 08, 2010 5:50 am
Posts: 26
Location: Germany
 Post subject: Re: Fate Core/Accelerated
PostPosted: Wed Mar 19, 2014 6:41 pm 
This is really awesome! My girlfriend asked me to create a Fate Core framework and now I found this and it is just so great.

You did a really good job, making useful macros for creating tokens as a gamemaster. And this map aspects window is so clever. Thank you very much for this.

Do you plan to add some more functionality to it? I am thinking about changing some minor things to shift it to my liking and am curious if you have something else in store for us.

One potential bug: If you roll the skill of a mob, the quantity is not considered for the result. I am especially wondering about this, because you said in your video, that they assists themselves and should get a bonus. Maybe it got lost in an update?


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Cave Troll
 
Joined: Mon Nov 14, 2011 8:04 pm
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 Post subject: Re: Fate Core/Accelerated
PostPosted: Thu Mar 20, 2014 5:16 pm 
The mob utility isn't supposed to change the token so skill rolls auto-add teamwork pluses to the skill roll. All it really does is take a token's stress tracks and sort of mobs it out. So if you had a token with 3 physical stress you could mob into three guys and get:

Dead Mooks: 2 boxes

Guy 1: 3 boxes
Guy 2: 3 boxes
Guy 3: 3 boxes

The dead mooks stress track is just a way to visually track who's alive and what level teamwork bonus to apply. 2 open boxes means a +2 to skills, kill one guy, check a box and 1 open box means +1 to skills. It's not applied automatically.

What I'm working on right now are token templates. I've been wanting a way to quickly create/copy tokens onto a map, but I need something that's pretty modable. For example, here's a scene token in my game.

Image


No one but me would have a scene token set up that way. My game has demonology magic that attacks each scene causing stress and consequences that the demon can then draw on for her spells. I also track scene fate points on this token.

So what I'm doing is setting aside a Preset Tokens map where I setup tokens I want to use as templates and then have some macroing that allows me to either copy over tokens from that map or copy all the stats off a token on that map onto a selected token on the current map. So I can drag a new token onto a fresh map, call it "Scene: The Tavern", select it and then copy over all the pre-setup stats from my template Scene Token in the Preset Tokens map through a quick interface.


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Dragon
 
Joined: Tue Mar 31, 2009 6:44 pm
Posts: 263
 Post subject: Re: Fate Core/Accelerated
PostPosted: Mon Jun 09, 2014 12:12 am 
This looks like a very useful framework. I don't see any link to download it. Where can I get it?

Edit: Doh! never mind. I see the link on the first line now.

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Giant
 
Joined: Mon Feb 16, 2009 7:12 pm
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 Post subject: Re: Fate Core/Accelerated
PostPosted: Sat Sep 23, 2017 8:26 pm 
Just wanted to give my thanks for this! This looks pretty usable. I was looking at having to write my own Fate framework for an upcoming game, but it looks like I don't have to now! I think this'll do just fine.

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