I know there are a few Fate (Core/Accelerated) soloists out there... Does anyone have some Actual Plays posted where the mechanics of Fate are shown in detail? I've been toying with using at least parts of Fate for my upcoming tavern management gameplay, but I'm just really having a tough time visualizing the use of the system solo.
I'm mostly hung up on how to convert compels to something my PC (which is classically an NPC, a tavern barkeep/owner) can utilize to send others out on adventures, and how to use active/passive difficulty. I "think" I have Aspects figured out, but this is still early stages. TIA!
One of the reasons I like fate for solo is because compels work well for injecting the story with dramatically appropriate problems for characters without needing to act against them from a gm perspective or devise rules that randomly or arbitrarily create problems for them.
ReplyDeleteRemember that players in fate can self compel. I tend to ignore gm based compels entirely when soloing (unless an aspect is so obviously relevant that a character needs to accept its consequences or buy it off). Instead I focus on self compels, looking for ways to earn fate points in exactly the same way I would at a social table.
Every time I set up a new scene, I look over my characters aspects and ask myself, 'what can I compel to add some interest to this scene and gain a fate point?' Sometimes the compel is immediate, other times I just make a note that it is likely to become relevant.
Sometimes entire scenes, or even threads are purely driven by self compels
Rob Cherry
ReplyDeleteHave you felt a need to mess with the starting pool of Fate points?
I can imagine starting with zero Fate points and needing to start self compels right away but maybe that's too harsh?
Harsh is relative. If you playing Scooby Do, You're going on a munchie run or splitting the party to 'look for clues'.
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