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FATE Games

Assessments, Declarations, and Manuevers

From http://groups.yahoo.com/group/FateRPG/message/16305

Assessments, Declarations, and Maneuvers are all the same action, the way I look at the system. As individual applications, they’re framed differently. Assessments ask the GM to come up with something that in the story-space is already true, just discovered. Declarations empower the player to come up with something that was already true. Maneuvers empower the *character* to assert something new and now true.

Fred

And from Grant: If the GM is amenable, an Assessment may also allow a player character to ‘discover’ an element that the GM hadnĀ“t even thought of previously. In this manner the Assessment works like a Declaration (see below) with the player stating that his character has identified a weakness, Aspect or other feature. The GM sets a Difficulty for the Skill roll to see if the character was correct in his Assessment, or whether he was mistaken. If the roll fails, the GM may wish to impose a temporary Aspect on the assessing character to reflect this, for example ‘Mistakenly believes the security cameras to have a blind spot’.

Pulp theft caper

Categories
FATE Games

FATE one-shot advice

(From the FATE mailing list: this post)

I posted most of this earlier to this list, so look through the archives for that thread, as there were other good hints. But here are my tips for one shot/con games.

Characters –
I would shy away from full chargen at the table. My local group loves to spend a whole evening generating characters, but it’ll take too long in a convention slot.

Use partial to full pregen characters. Don’t choose stunts at the table, again it will take too long. Either you pick them before or go stuntless, by choosing good aspects(which is the path I prefer).

At a minimum choose the top skills (the +5, and the 2 +4s for each characters). Let them fill in the rest, but also allow them to put them in in play so you can get going.

Pregenerate several aspects for each character. Make sure you have a list of them and write down possible places in the adventure that you’ll be able to compel them. You won’t be able to track more than one or two aspects per player at a table of 6 for very long. Have some compels up your sleeve and any others are gravy.

Cut their fate points to 5, and compel early and often. Explain self compels, and try to get them to the work for you.

Use the faster damage rules on the wiki if you want to speed up combat.

The Adventure –
In a 4 hours slot with pregens and 5 players I usually get either 3 bigger or 4 smaller encounters. Not much more.
Be sure to design the adventure so that you can drop whatever is needed out to get to the Big Bad at the end. Players are more forgiving of plot problems than not getting to the triumph stage.

Start them in the middle of something. Ignore the “meet in the bar/clubhouse/ diner and plan” stage (players will overthink it, and spend too much of the precious game time looking for things that aren’t there.) Get them into the action as soon as possible.

Jeff