Thursday, 9 January 2014

Mooks - Fate Accelerated GM prep time saver and one of my favourite things about the game.

Please note that in this article I am mainly talking about the mook/henchmen systems out of Fate Accelerated, however Fate Core has a similar (but slightly more detailed system) for the same thing and much of what I say in this article applies to that rules system as well (although the specifics of the actual rules differ slightly).

Recently I was preparing the session notes for my Serpents Fall Fate Accelerated fantasy game that I am running online for a group of friends via G+ hangouts (further details about this campaign can be found in previous blog posts and videos on my Youtube Channel), and I came to the oft dreaded part of the proceedings, generating the stats for the many NPCs to be included in the session. I often find this part of the session preparation fairly arduous and time consuming as I work out what stats the NPC needs to perform as expected; the complexity of this varies from system to system. Many may point out, it is possible to just fudge the stats of NPCs and run them in an improvisational manner, however I tend to prefer having something written down to maintain consistency in the setting.

In my opinion Fate Accelerated has an excellent solution that bridges the gap between improvising and planning the stats of NPCs and this is the section of the rulebook that deals with generating Mooks.

What are mooks?

Mooks are unnamed thugs and monsters that are there to provide a brief distraction for the players, to use up a few of their resources or to act as henchman for the main villain/s of the piece; they would be the stormtroopers in the Star Wars films or the legions of henchmen beloved of so many James Bond villains.

Effectively in Fate Accelerate you create these mooks by coming up with a couple of Aspects for them to reinforce what they are good and bad at and a give them 0-2 stress boxes depending on how tough you want them to be (this is relative, mooks cannot take any consequences and are taken out once their stress boxes are filled, player characters normally wade through them occasionally sustaining a little bit of damage). The only other stage is that you come up with a few descriptions of what the mook is good at and, when this applies, you add +2 to any rolls they make, you then come up with a couple of things they're bad at, and these things apply a -2 penalty to rolls when applicable, otherwise the mook just rolls at a skill level of +0.

This delightfully simply system allows you to generate all of your background NPCs and henchmen (with accompanying stats) in a very short space of time, it still allows them a narrative impact and allows you to maintain consistency should this NPC (or NPC type) ever be used again; if a henchman should be "upgraded" to a main NPC it is a simple matter to add additional Aspects and full Approaches as you would do for a main character in Fate Accelerated.

Overall it took me about fifteen minutes total to come up with the stats for the mooks that were featured in my recent Serpents Fall game, I have included some of the stats below so you can see what a potential mook looks like:

Wild BoarAspect: Ferocious charge, Blind to pain.Good (+2) at charging, goaring, shrugging off pain, tracking. Bad (-2) at intelligence, resisting provoke attempts.Stress [ ][ ]

Saxon commander (Aedelred)Aspects: For the safety of the village, I fight for honour and my lord, the law must be upheld.Good (+2) at commanding his troops, throwing/fighting with an axe. Bad (-2) resisiting challenges to his honour.Stress [ ][ ]

Please note: The following stat blocks use the group rules from Fate Accelerated, which essentially just involves lumping a group of similar mooks together into a mob and assigning the mob one stress box for every two members.

Saxon warrior group (6)Aspects: Glory & honourGood (+2) at fighting in a group. Bad (-2) at fighting on their own.Stress [ ][ ][ ]

Outlaws (20)2 bands of 10.Aspects: We've given all we're going to, rob from the rich, the woods are our home & shelter. Good (+2) at fighting from ambush/in the woods or when lead by a strong leader. Bad (-2) when fighting against organised opposition.Stress [ ][ ][ ][ ][ ]





In conclusion, the system is a great time saving and removes one source of potential stress from the storyteller/GM during session preparation, given that getting a session ready can involved a fair amount of work and plannning, anything to minimise stress has to be a good idea.