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Board Game:
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Language:
English
Uploaded By:
Mikhail Kruzhkov
Russian Federation
Moscow
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Files
Feb 26, 2012
Masters of Fate.pdf (182 KB) (Log in or Register to download.)
This is an updated version of the file with some minor corrections and with nicer looking cards (well, they are not really nice, but at least they look like cards now).
Downloads:79
Sep 25, 2011
Masters_of_Fate.pdf (27 KB) (Log in or Register to download.)
The goal of this variant is to encourage more role-playing while paying less attention to point-scoring, or rather make those points less abstract. The general idea is that now in order to win you don't have to score Destiny or Story points, but to fulfill certain requirements associated with some way of life, which are described on your Fate Card.

Please feel free to leave feedback or suggestions or point to any grammatical errors in this document - English is not my native language.
Downloads:202
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Mike Daneman
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This looks like a great idea. We'll try it next time we play.
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  • Posted Wed Sep 28, 2011 4:41 am
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Stoodster
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I love this idea!
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  • Posted Sun Oct 9, 2011 1:15 am
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Gyorgy Boda


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Big thumbs up here.

I was never satisfied the winning/losing aspect of the game as it feels completely forced and out of the context compared to the rest of the game. This is a great attempt to make the winning condition more meaningful.

I do not have many paticular comments about the details, but one thing which stands out to me as a strange thing is that you have 3 expert level skill at the startup (is that the gold level, if I recall right?). This somehow decreases the sense of progress, because you start out on max. I wll play this variant with normal level starting skill.

And dude, your english is just fine
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  • Posted Tue Nov 29, 2011 11:52 am
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Mikhail Kruzhkov
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Thank you very much guys for liking my idea. Since I published this variant we played it twice and it was great both times. Both times we gave each player two fate cards so that every player had two ways of victory.

As for expert level, I screwed it up a bit. In the game there are two possible levels for each skill - talent (basic) and master (advanced/gold). While I was writing this document I mistakenly used term "expert" instead of "talent". Sorry about this. So expert really means talent, just as you thought.
 
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  • Posted Tue Nov 29, 2011 12:10 pm
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Gyorgy Boda


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Probably I will look like the guy, who always wants more but do you think is there a chance to produce some more card-like implementation of this variant? Current pdf is functional enough, but some printable card with some netart is always a treat to the eye
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  • Posted Thu Dec 1, 2011 11:46 am
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Mikhail Kruzhkov
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I think I will do it! Anyway, I have to correct this issue with expert/talent skill levels and while doing this I will also try to prepare some nicer looking and conventional sized cards.
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  • Posted Thu Dec 1, 2011 2:52 pm
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Michael Z
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Looks interesting.
Two things.

Without adding to dice rolls because of destiny it may mean a lot of encounters aren't 'reached'. Is this on purpose?

Do people get to choose their initial skills before or after they see their fate (won't they immediately jump on those that will reward them points, or put them on the way to getting points).
 
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  • Posted Sat Feb 25, 2012 1:14 pm
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Mikhail Kruzhkov
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Thanks you for your interest, Michael

zayzayem wrote:
Without adding to dice rolls because of destiny it may mean a lot of encounters aren't 'reached'. Is this on purpose?


Actually, all encounters are reached this way. There are zero-gems and six-gems on the map. Low encounters are reached when you roll low on zero-gems and high encounters are reached when you roll high on 6-gems. With the original rules low encounters were really seldom. This was one of the reasons we eliminated the modifiers. Another reason was that we never liked them anyway because people would often forget to add them and then they would suddenly remember about them when the target paragraph is already found by the reader.. that was really annoying.

zayzayem wrote:
Do people get to choose their initial skills before or after they see their fate (won't they immediately jump on those that will reward them points, or put them on the way to getting points).


Yes, you choose the skills after you see your fate (or fates, we usually play with two per player). Yes, you would probably jump at the skills you need if they are among the five drawn, but I think that's not really a big deal - you may have a little head-start, but still you would have to work hard towards your ultimate goal. I think that it is a nice touch - to be able to select the starting skills while knowing what you are trying to accomplish.

___
By the way, I prepared new fate cards, they look really simplistic but much better than they are now. I will be uploading them soon!
 
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  • Posted Sat Feb 25, 2012 3:15 pm
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Michael Z
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I should have pointed it out before you went and redid the pdf

loose -> "lose"

loose means something saggy or ill-fitting

lose means to get rid of or misplace
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  • Posted Sat Mar 3, 2012 8:09 am
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Mikhail Kruzhkov
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Thanks, Micheal. This means that I'll just have to redo it again eventually shake
 
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  • Posted Sat Mar 3, 2012 8:25 am
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Gyorgy Boda


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Thanks a lot for updated cards Mikhail. Looks cool!
 
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  • Posted Wed Mar 14, 2012 12:56 pm
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