I just got back from a weekend excursion to visit faraway
friends, and I managed to get some of them down to try Fate Accelerated Edition
re-skinned as Dungeons & Dragons—approaches are replaced with the standard
ability scores (which is not a new idea but it works), stunts are renamed feats
(as they are functionally the same thing anyway), fate points become hero
points, and I suggest to make race and class as starting aspects.
We started with the party (made up of a hobbit fighter, a
half-elven thief, and a dwarven demon summoner) getting contacted by a envoy with
a sensitive problem, the duke’s orphaned niece Serena has gone missing on the
very day before she was to be engaged to some barely pubescent second son. The investigation
was kicked off with a little demon summoning which lead to the brutal beating
of a bard seen with Serena, and who was also a clown (the hobbit took an aspect
and stunt related to hating clowns so there was a clown...a sad, sad clown) who
gave up another clue, he has been extorted into luring Serena into a trap so
she could be kidnapped.
They gained access to the scene of the abduction, a
creepy and ill-expanded unused area below the duke’s castle, via the thief
picking a lock. I had somehow forgotten that picking locks as a thing in
D&D when I wrote the scenario, and the plan was for the group to search Serena’s
room and find a journal that reveals a secret exit from the castle they can use
to enter the dungeon. Even though the thief rolled a little low—I had the
sudden realization that the lock probably wasn’t that good as very few people
have any reason to try and open the lock, I couldn’t think of any good options
for succeeding with a cost, and I thought derailing my plans was really funny—the
lock opened.
Once they get down below, they met up with a mouse with a
crown and a sword, the Mouse Prince, beside a pit. After some conversation (we
discovered that the thief could talk to animals, which is to say she had an
open aspect slot and put speaks with animals into it) they decided that the Mouse
Prince is not to be trusted and is probably some sort of the improbable trap
monsters. So, they threw a torch down the pit and yes, the Mouse Prince was
some sort of improbable trap monsters. In the pit was the Rat King, a large rat
with a crown and scepter of skulls whose tail is connected to the Mouse Prince—a
variation on the urban legend rat king.
The fight was about three or four rounds long. I gave the
PCs the initiative as they had surprised the monsters and I don’t like initiative
rules. The fight included: Setting the Rat King on fire, compelling that on
fire aspect to destroy the scepter, cutting the pair’s shared tail and
instantly killing the Mouse Prince. Though I did forget to mention that even
after the two free uses of On Fire, the aspect could still be used with a hero
point.
After that, they found the remains of the would-be
kidnappers (who had been blasted with fireball), went through a maze (which was
just there because mazes are a trope they marked the walls and got through with
little trouble), and found Serena disguised as a hermit camped by the exit
(where they were supposed the start). They had already figured out that she was
a magic user (her mother was a sorcerer from a foreign land), approached her
and convinced her to join them after faking her death with the remains of the
kidnappers, and taking the reward money after pinning it on the clown bard.
It was a quick, silly game but an enjoyable one with only
a little hurriedly rules reference on my part. One of the players prefers a
game with more concrete options, and I wonder if including the four basic actions
(create an advantage, overcome an obstacle, attack, and defend) on the play-sheet
(I made a character sheet with all the required rules for character creation and
some of the other rules baked in) would have made things easier for her. I had
left them off in an attempt to present the most accessible version of fate possible;
though it is possible I went too far.
The players also seem to take to the build your own stunt
system better than aspects, though I only omitted stunts that let characters do
something without a roll once per day and adding new stunts by reducing
refresh.
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