Character 1: 'ey...*hic* who za kid?
Enon: *hands Character 1 3 beers*
GM: Unfortunately, your character is compelled to take and drink the beers...I believe one of your aspects is "enjoys a good drink" no?
Player 1: *sigh*
Me: Well, since we gotta play to our aspects that means Enon's gotta steal something, right? Is there anyone close enough that I can pick their pocket?
GM: There's the guy you just handed the beers to.
Players 1, 2, and 3: O.o?! Oh...shit... *laughing*
Me: *roll*uhm...+4...and...that would be burglary...uhm...that's at +3...so...+7 against his notice...right?
Player 1: Yup. *rolls* ... 0...0...-1...+1...and my notice is at +2.
Players 2 & 3: *facepalm*
Me: I'm sorry.
Player 1: T_T my custom-made weapon...
GM: You successfully take everything that was around the guy's belt. His wrench and taser/stun-staff are now yours. Unfortunately, it seems the bouncer has noticed you.
Bouncer: Oi, kid! What're you doin' in 'ere? 'ow'd you get in?
Me: Welp...time to leave.
Long time no update...hehe...yeah, I'm not dead.
Anyway, I finally decided to join a D&D group here on Campus 'cuz the GM is a friend of mine from a few years ago and one of the players is a good friend from last semester.
Anyway, we're not playing traditional D&D. Apparently, I joined at a good time 'cuz GM was just going to transfer the game to the Fate Core system. Basically, rather than have to roll for all these stats and having to calculate and add up 4-5 bonuses and other crap whenever your character is trying to attack, Fate Core is basically focused more on the role-play aspect of the game. Less number crunching, more fun.
Rather than roll a D20 or about 5 other die everything is determined by about 4 D6s. 1-2 = -1, 3-4 = 0, 5-6 = +1. Basically, maximum you can roll is +4 and then you add your skill bonus for whatever action you are trying to do. Simple.
As for character creation, in our version your character is given 6 aspects. These are traits that determine who your character is. Phrase it in such a way that there is a benefit to that quirk as well as a down-side should GM or another player decide that trait could land you in hot water. E.g. my character is a kleptomaniac. Pro: he has a lot of miscellaneous items that could be beneficial given the situation; Con: he carries around a lot of shit and he's got sticky fingers and probably steals/lifts stuff he probably shouldn't. Like...why the hell did you decide to steal all the ash-trays from this house? "I dunno...gotta."
Anyway...as you can see in this sketch Enon's kleptomania + his thief aspect kinda started things off on the wrong foot. Rather than ret-conning him into the story I decided I wanted to play his meeting with the party members out. Somehow I ended up rolling high and the closest person to steal crap off of was a character from the bloody party I was supposed to be joining.
Oops. Welp...now Enon needs to undergo some cosmetic surgery/change his face before he can join the party...otherwise I'm gonna have to create a new character.
Yeah...he still hasn't joined the party yet...after about 4 hours of tailing them, following the party around and showing up with a new face each time (shape-shift abilities and such).
*sigh* will Enon ever join the party or will this just be a game of cat and mouse?