HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Aug 24, 2017 17:45:58 GMT -8
I don't have any advice, as I've still not had a chance to actually run Fate. But I just wanted to say that I'm enjoying reading these.
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Post by chronovore on Aug 24, 2017 18:01:47 GMT -8
I don't have any advice, as I've still not had a chance to actually run Fate. But I just wanted to say that I'm enjoying reading these. Glad to hear that! I worry that it's too much about my personal experience and not enough about FATE in general.
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Post by chronovore on Aug 26, 2017 21:04:25 GMT -8
So we had our first Contest situation; we had a fugitive fleeing the party through a back alley. I threw down Aspects for the party to use or reference: - Narrow, cluttered alley
- Local kiosks doing business
The four Players agreed that, because they were running down an alley in pursuit of one person, the Teamwork rules didn't seem to apply. They rolled individually to try and catch up with the fugitive. We used Athletics rolls plus Stunts for the Exchanges. The first Player to get to three Victories would win the Contest.
On the firs Exchange, two of four PCs had higher results than the fugitive. On the 2nd Exchange, the fugitive tried to create an advantage by pulling down a stack of boxes next to a kiosk, but failed, and lost the right to a Contest roll. On the third exchange, the fugitive completely bungled his Contest roll, and the PCs were able to surround and subdue him.
As GM, I wanted the PCs to catch the fugitive, but also to experience struggle while doing so. Unfortunately, having four Players collaboratively rolling against my one roll inherently was a huge advantage.
On review, I could have ruled things differently.
I could have just asked "Who is the fastest?" and then only let that person roll. But that feels obstructionist to the other Players' fun.
Or I might've said that the narrow alleyway meant they were getting in each others' way more than productively catching up to the fugitive, e.g. on the first round, set the number of success Shifts up as a virtual "Marching Order" to indicate who was in the lead, who was ahead of whom. We could then limit subsequent successes by that order, or apply negative modifiers as they struggle to pass the PC impeding their success.
Anyone have better suggestions on how to handle this type of chase Contest?
I've had some other ideas about this: In a recent KARTAS podcast, Robin mentioned his "humble" combat mechanic for the new Yellow King RPG, and how it had lacked suspense. Originally, Players rolled simultaneously, and those who hit the target number were successful. But with everyone rolling at once, it was simply a matter of rolling and counting successes. If I understood his revised system correctly, now each participating Player rolls in turn, from most-skilled to least-skilled. The amount of success and failure are recorded with each roll, and because it's going from highest-to-lowest skill, the suspense increases as those less-likely to make their roll are engaged. As a random example, if the results came in +3, +1, -2, -1, the success pool would sum-up to +1 In FATE, if those results came in, and Players cared to, they could invoke Aspects to bump their character's results as part of the discussion prior to finalizing the result. I have enjoyed jazzisblues' borrowed "What's that look like?" prompt for Players to step up and rationalize their die-rolls and, in this case, it's critical to engage an Aspect in FATE.
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