The Morphs section of the playtest is the only part to dissapoint me so far. FATE is all about games that can run fast and loose, with minimal book-keeping in favor of dramatic action and what "feels right." While the changes to Skills and Rep work wonderfully (and I'm in love with the new Aspect creation process), I'm let down by Morphs being more or less a direct translation from the old system.
I don't want a player to ask "what can this morph do?" and be dragged out of play while they look down at their Ruster and read Essential Biomorph Implants, Enhanced Respiration, Temperature Tolerance, Enhanced Aptitude (Somatics, tag). I want them to say "what can this morph do?" and look down at Built For The Martian Outback and maybe Planned Obsolescence. The current "just come up with Aspects yourself" isn't terribly helpful; give us an example or two of what would be stereotypical for that morph. Scarred Remade says so much less than The Ultimate Ideal or Human 2.0 in terms of letting a player understand a morph.
As written, you've put too much of EP's crunch into FATE's flow. I suggest taking a step back and breaking Morphs down into something far punchier and concise than what is currently there; an Aspect or two, and a handful of stunts (no more than three at the absolute most) would work much better.
I'm also not sure I agree with their cost being based on Refresh. Say one player uses three Refresh to get three Ego Stunts while another uses three Refresh to get a Fury morph; what happens when they resleeve for plot reasons? Morph choice should be independent of such a core resource as Refresh, especially given how fluid morphs tend to be in the course of a campaign.
A guide for quick conversion of morphs not currently in the document would also be lovely; my Hulder depends on it.
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FATE and Morphs
Thu, 2014-11-06 14:44
#1
FATE and Morphs
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