Toying with the idea of hacking FATE for use for horror games (Gothic Horror? inevitably inspired by the flavour of Call of Cthulhu, but not necessarily using this setting) Thought I might post some of my thoughts here as I go.
First steps, decide what needs looking at in the system to adapt it for this genre. Which bits need to be tweaked?
- How many Aspects does each character have? Not a fan of 10 as in Spirit of the Century, and so will probably err towards 5-7. What should each Aspect refer to – background, relationship to other characters etc. How can this reinforce the genre?
- What Skills can they chose from? Are they developed as a pyramid, or a column, or something else? Will need to think here about using evocative names rather than bland generic ones to conjure up the desired feeling.
- Should Stunts be available? Thinking possibly not – don’t want the characters to be special because of what they can do, rather because of their personality. The setting seems to call for exploring normal humans facing extraordinary things.
- Do I use Stress Tracks? If so, which ones?
- With a clear nod towards Call of Cthulhu, do I need some way of measuring a characters sanity? If so how – with a Stress Track? Or through Aspects being given (like Consequences) to indicate their mental condition if they deteriorate? Perhaps this could be coupled to a Sanity Skill – when faced with a shock to the system, the players roll against this. If they fail, they gain either Stress to a Sanity Track, or pick up Consequences relevant to the amount they failed by.
- How about using Templates to reinforce some of the genre stereotypes in character generation?
More another time…