Fate-Accelerated-Core-Conversion-Guide.pdf
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TABLE OF CONTENTS
Foreword
What Difference?
Skills
Stunts
Stress
NPCs
Converting Skills
Shared Conversion Challenges
The Lists
From Core to Accelerated
From Accelerated to Core
Converting Stunts
From Core to Accelerated
From Accelerated to Core
Converting Stress
From Core to Accelerated
From Accelerated to Core
Converting NPCs
From Core to Accelerated
From Accelerated to Core
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An Evil Hat Productions Publication
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Fate Accelerated/Core Conversion Guide
Copyright © 2016 Evil Hat Productions, LLC and Fred Hicks
Art by Kurt Komoda and Claudia Cangini
First published in 2016 by Evil Hat Productions, LLC
10125 Colesville Rd #318, Silver Spring, MD 20901
Evil Hat Productions and the Evil Hat and Fate logos are trademarks
owned by Evil Hat Productions, LLC All rights reserved
No part of this publication may be reproduced, stored in a
retrieval system, or transmitted in any form or by any means,
electronic, mechanical, photocopying, recording, or otherwise,
without the prior express permission of the publisher
That said, if you’re doing it for personal use, knock yourself
out That’s not only allowed, we encourage you to do it
For those working at a copy shop and not at all sure if this means
the person standing at your counter can make
copies of this thing, they can
This is “express permission ” Carry on
FOREWORD
So, you want to convert a game from
Fate Accelerated Edition
stats to
Fate
Core System
stats Or vice-versa Great! I’m here to help
But first, a little background
There’s been a perspective in some parts of the community, early on, that
Fate Accelerated Edition
is a different game (as in, a different system) from
Fate Core System
It’s not And really, understanding that the two books aren’t actually that
different is, well,
core
to understanding how to convert from one to the other
What differs between the two implementations found in those respective
books are the
defaults
The engine driving them both is the same:
Fate Core.
And at the end of the day, those two sets of defaults can (and do) interop-
erate pretty well as-is (in fact in some of our builds we use a bit of both)
There’s not that much “conversion” needed, at least as far as NPC stats go
and so forth You can throw a set of
Fate Core System
PCs at a group of
Fate
Accelerated Edition
NPCs and still have a pretty good game going Same if
you flip that around
Still, there’s some charm to the idea that your PCs and NPCs hail from
the same set of defaults, and there’s something to be said for taking a build
that’s written for Core’s defaults and using it to create Accelerated characters,
or vice-versa Plus, this might make it easier to mash a Core world together
with an Accelerated world, and wouldn’t that be wonderful?
So acknowledging that this guide might not be
necessary,
but that it might
still be
helpful,
I’m going to take a stab at addressing those goals
Let’s get to it!
FOREWORD
3
WHAT DIFFERENCE?
FATE ACCELERATED/CORE CONVERSION GUIDE
WHAT DIFFERENCE?
Let’s first take a moment to review the basic differences between Core and
Accelerated
The default sets of skills and approaches found in each build differ in two
ways:
quantity
and
question
Quantity
Core:
There are 18 skills in Core They get detailed writeups, looking into
Skills
how each of the four actions might apply for that given skill Players choose
ten of these skills, and distribute them into slots totaling 20 points
Accelerated:
There are 6 approaches in Accelerated We don’t dig into them
too deeply, leaving the names of the approaches to do most of the indicative
work Players distribute one +3, two +2’s, and two +1’s into the approaches
Question
This is the part that tends to bake folks’ noodles the most
Core:
Core’s skills ask
what
you’re trying to do, and provide specific answers
based on your rated expertise in the applicable skill
Accelerated:
Accelerated’s approaches ask
how
you’re doing something
Since each skill covers a broadly defined method of action, character dif-
ferentiation is less about expertise and more about temperament and role
in the story
So why’d we make these two points of distinction? It’s about complexity
and flexibility, really
Core is focused on providing a reasonably satisfying level of complexity—
not too much, not too little—for emulating the important elements of the
story you’re looking to tell It’s also more focused on providing characters
that feel fairly balanced against each other in terms of competence, expertise,
that sort of thing As the flagship product in the line, it’s also not looking
to challenge perspectives on how to achieve those goals (aspects end up
challenging folks coming in from other systems enough as it is)
Accelerated is focused on providing simplicity—low word count, a small
number of choices, etc—with a maximum of flexibility That latter goal
motivated us to reach for an implementation that would support one of
two cases in particular: characters that are very similar (“you’re all wizards
at a boarding school”) or very different (“you’re a team of superheroes with
wildly divergent power levels”) There’s a common thread between both of
those cases—what differentiates the characters while still keeping them all
equally involved in the story isn’t what they can do, it’s how they do it Thus
we achieve greatest flexibility at the sacrifice of meticulously detailing the
particulars of each character’s expertise the way you can with Core’s defaults
This difference in goals is important to keep in mind when you want to
move from one perspective to another
What’s Your Motivation Here?
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WHAT DIFFERENCE?
SKILL CAP
There’s a third point of difference between skills and approaches:
the skill cap. In Core it defaults to Great (+4), and in Accelerated
it defaults to Good (+3). In actuality this is not as much a point
of difference as it may first appear. In Core, the applicability of
that Great-rated skill is not as broad as an Accelerated’s Good-
rated peak approach. As a result, when it comes down to it,
these are fairly well balanced against each other.
Stunts
Core:
Because Core is interested in providing a satisfying level of complex-
ity, stunts are written up with several examples and a number of different
styles for implementation They all come down to a fairly simple perspec-
tive—providing about two shifts of value when used—but there are plenty
of ways to get to that result
The stunts are simplified to a pair of fill-in-the-blanks templates to make this
easy as possible, since Accelerated’s goals are focused on simplicity and speed
Bottom line
Accelerated:
Accelerated
is
Core, so the same basic idea is at work here
Stunts created in Accelerated could be dropped into Core and vice-versa,
after making modifications respective to how the circumstances of applica-
tion are defined (the points of attachment to skills or approaches) because
at the end of the day their method of construction is identical—it’s just
laid more bare in gearhead-friendly Core, while elided behind convenient
templates in Accelerated
Stress
FATE ACCELERATED/CORE CONVERSION GUIDE
Core:
Core defaults to two stress tracks (mental & physical) and allows for
the potential to add more in your build-of-choice Stress tracks are affected
by some of your skill choices; high ratings in those key skills lengthen the
track, and at very high levels may add one or more mild consequence slots
to your character End result — stress track length runs from 2 to 4 boxes
plus a possible additional mild consequence
Accelerated:
Simplicity rules again in Accelerated A single three-box stress
track is given, and it isn’t affected by your ratings When there are exceptions,
they’re handled by way of stunt effects
Core:
NPCs are largely statted up as full characters via the same rules as
NPCs
PCs (tho possibly with higher caps, more skill points, more stunt slots)
Some builds may use additional means for less capable NPCs, mobs, etc
Accelerated:
NPCs are either statted up like PCs with the full set of
approaches, or as simplified “Skilled At/Bad At” characters in the interests
of, you guessed it, simplicity
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