I can’t figure out if I should have the Inverse World book yet.

I can’t figure out if I should have the Inverse World book yet.

I can’t figure out if I should have the Inverse World book yet.  Like, did they ship three months ago and mine disappeared?  Or are we just still patiently waiting?  Or what?

Hey everyone!

Hey everyone!

Hey everyone! Since Jacob Randolph posted about it, I thought I’d explain what the deal with Inverse World Accelerated is.

As a playable game, it’s been done for a while now, and the others have been putting it through editing. Since then, a few other Fate games (like Atomic Robo) have come out, and they’ve made me rethink how I write Fate. So, I convinced Jacob to let me touch IWA up.

Most of it is tone. My older work tended to be a little technical and long-winded, but now I’ve decided things flow much better if I make it more conversational. For example, I had a few stunts based off an old post by Fred Hicks (“The Actual Dichotomy of Absolutes”) that went like this:

“When you [specific approach/overcome action here], you can’t fail. If the dice say you would have failed, you can succeed at a minor cost instead.”

All well and good, but check this out:

“When you [specific approach/overcome action], you can always choose to succeed at a minor cost.”

Same thing, less words. I can even expand on what that means in the section about what stunts do and the chapter’s still shorter and smoother.

So, a lot of the redo has been cleaning up what I already wrote so it looks less like I am a robot programmed to produce bad Fate hacks. The rest is mostly layout. When I originally wrote this, I stuck a quick Fate Accelerated primer at the front and followed that up with character creation, new stunts, and all the other new crunch. It all worked, but now I’ve just baked the Fate guide into the rest of the rules instead of cramming it into the front, and that’s smoother and shorter too.

So, that’s what’s been up. Thanks for your patience! With any luck, backers should be getting their copy (or at least a draft they can use) pretty soon.

I’ve hunted around a bit but I can’t find any printer-friendly Inverse World playbooks in the clean, accessible…

I’ve hunted around a bit but I can’t find any printer-friendly Inverse World playbooks in the clean, accessible…

I’ve hunted around a bit but I can’t find any printer-friendly Inverse World playbooks in the clean, accessible style of the DW/AW Playbooks. Are they available somewhere and I’m just missing them?

Ok.

Ok.

Ok. Finally, I bought Inverse World. I made just a quick skim of the PDF. Am I happy? So-so. I hope to put together a review, sooner or later.

In two seconds:

– Graphic and layout: insufficient

– Proofreading: I saw some error here and there (now I can only remember a “bear” in place of “beer”)

– Classes: While the game seems to push on exploration of a fantastic land, the playbook I read ’till now were a full collection of combat moves. I’m not inspired. Also, I didn’t liked the repeated moves (ie. different classes has identical moves).

However, I need more time to digest the whole book. And I hope there’s space for improvement, corrections, clarifications etc.

Mike Lindsey plays a Captain in my Inverse World game.

Mike Lindsey plays a Captain in my Inverse World game.

Mike Lindsey plays a Captain in my Inverse World game. He plays a Boy Captain loosely based off of Peter Pan. His crew is essentially the lost boys Tim Franzke check it out. Its a really fun character to have in the game. Mike could tell you more about his thoughts on the Captain.

https://drive.google.com/file/d/0B8yJ6M2KFTfxY29lUXFSSTAxbVU/edit?usp=sharing

Praise the Captain!

Praise the Captain!

Praise the Captain!

Yesterday i got the chance to play a Captain for a session and i highly highly enjoyed it. While the “everyone just rolls +control” thing looks really boring on paper it actually creates a lot of cool moments and choices. When my captain was doing things himself, with help from the crew i would get to roll +3. But i couldn’t be everywhere. Still i can roll for the other crewmembers and basically make the ship my second character. I just would need to roll +1 (+2 if assign crew to the task). In that sense the trained crew enhancement i picked up kind of function like the “All powers to the shields!” thing in Star Trek. Giving you a little ressource to play around with. We didn’t get the chance to have other player characters do much on the ship but the struggle between using the ship and rolling lower or using your high stats seems interesting. Also there is a lot of fictional advancement you can pick up for the ship, giving you a quest an an incentive to trade and make money. 

While i find a lot of the advanced moves to be a bit unexiting at reading them, this class felt like i didn’t push for advanced moves to be awesome. I had a freaking airship with Glaivethrowers. 

So i was a happy Captain. 

As expected i also had a lot of fictional effectivity because the game revolved around the Airship. The crewmembers played an important part (but also because i pushed for it) like i feel they should. You basically have a moving home base for the group and people there should be an important part of the game and characters that the other players care for. 

The only really bad thing for me was that none of the backgrounds looked interesting to me. I wrote a new one (Scrapper) but it didn’t fit with the character i wanted to play. I am still trying to figure out what would best match them. 

I also put a lot of work and effort into making it work for me and really understanding all my options. I am not 100% sure that a new player, coming fresh to the game and or class would see all these intricate things. If the GM knows about it great, they can explain it and show them how things work. But you can’t rely on that. 

This is not a critizm here, more of a question on how accessible the whole class is.    

Cool class. 

Check it out everyone.