2013-10-29 How To Run Fate

Recently, Andy McQuoid asked on Google+ for suggestions running a Diaspora campaign with a colossal derelict ship to explore—and that ship is actively trying to kill the characters. He also said, “ I am also unsure if I present the whole ship as one big Social Combat scene, or to break it down into the component areas, i.e., bridge, engineering, medical etc. and run scenes in there. If this was a Traveller game I would draw up the plans of the ship and have the characters proceed room by room. However, I think Diaspora offers a better, story based way of doing this that would be much more satisfying to do, and I want to showcase some of the great things in the minigame toolkit that Diaspora offers.”

I was reminded of my Solar System game and my post on how to prep for it. I wrote the following in response.

I would treat it as an old-school megadungeon and therefore structure game along missions. The session begins and log files show a certain percentage of extra heat radiation. There must be an unknown energy source in the ship. Outer hull sensors report increased infrared around the 1.7km line...

Prepare a sheet of paper with ideas. List NPCs (machines, programs, robots), rooms and the challenges they pose (stuff to reconnect, overcome, evade), tidbits you want to reveal, decisions that need to be made, consequences you’d like to see, and so on.

Make special note of mini-games you want to run. I’d suggest none on the first or two session but then one or two for every three hour session you play. This can be a social conflict, a platoon combat, a larger combat with a lot of zones, etc. Prepare those little maps and rules before-hand in order to make it a smooth experience.

The game itself is the structured along the challenges, players looking at their skills and deciding how to go about it, resolving the skill checks, invoking aspects, enforcing consequences, revealing interesting parts of the background and leads to new missions for future sessions.

I also recommend following the Designing an Adventure section of The Shadow of Yesterday.

Every now and then, I’d make sure to add adventures outside the ship. Visiting a system. Contacting other ships, etc. But it all follows the general outline above.



Fate discussion: being the sniper by Brad Murray: use a clock, agree on consequences for failing to prep in time. Resolve skill tests and note any success with cost in order to resolve them as you make your escape. Let the accumulated cost determine the next scene.

– Alex Schroeder 2018-06-07 08:57 UTC

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