I ran some Fickle RPG recently with two one-offs in a Fast & Furious setting. If you don’t know the Fast & Furious movies you must not get out much, but just in case here is the movie series listing. Today I’m going to talk about that setting, some of the mechanical changes we used, a summary of how both sessions went, and in more detail in a separate post some ideas on car chases in general and tips to get them working in Fickle RPG.
When I set out to plan the one-off I aimed more for the earlier Fast & Furious movies, so it’s less about a high tech, organize team pulling off a Bourne style heist with extremely over the top shenanigans, and more some street racers getting involved in minor crime with just a few over the top shenanigans.
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Two fun settings for Fickle RPG for you today! They both have a custom character sheet, and I think the Fallout one might be the best I’ve done so far. The fonts and Vault Boy imagery really pop.
Here’s how the sheets look:
As for the settings, I ran a 4-5 session mini-campaign for Star Wars. Lots of planet hopping, and a nice payoff in the end. For Fallout I’m mostly used to Fallout 1 & 2, and my friends are more familiar with Fallout 3 & 4, so we did sort of a mix. That setting was used for a one-off, which went really well and I think captured lots of Fallout-y things.
Also they had some of the better Luck Dice re-themes: Force Dice for Star Wars (naturally), and VATS Dice for Fallout.
Anyway here are the setting notes, including the custom character sheets:
I’ve also updated the main Fickle RPG page to keep these settings organized and make it a bit easier for new players to use existing materials and sheets.
I’m going to run a couple one-offs of Fickle RPG soon, and was thinking of settings/genres. Realistically I think we’re just going to rock and roll some Star Wars.
BUT there are two I came up with that I’d love to explore with the right group at some point. They are a bit more player-vs-player in terms of the intrigue and distrust involved, so that could be refreshing and an interesting stretch of the rules too (mainly because players allocating against each other instead of the Storyteller would add a whole new level of tension).
First of all an Arctic base with the alien creature from John Carpenter’s The Thing (1982). I think they remade the movie, but come on, as if you’re gonna beat Kurt Russell and the amazing and unique soundtrack.
Anyway after a suitable stable of scientists, engineers, and other blue collar personnel were created, I’d hand out secret Personal Goals. All would be blank but one, which would simply say “You are The Thing”.
Then let the chaos ensue!
The second setting follows a similar pattern. Not really based on a certain movie, but more the dark ages of witch hunts and burning at the stake, with maybe a bit of Warhammer-fantasy-esque low/gritty magic thrown in to have ACTUAL witches. Maybe a bit would be drawn from the cheesy Nicholas Cage movie Season of the Witch (hate him all you want, I still like a few of his clearly-for-a-paycheck movies, such as Drive Angry).
Anyway the session would open with the players (who are a mix of inquisitor/priest/commoner types) burning a witch at the stake. Then having to carry documents of the deed to some central library…or whatever…just some excuse to travel. But before they head out, I hand everyone a secret Personal Goal and tell the players it will say if they are a witch or not.
The M. Night Shyamalan twist? No one is a witch. And go!