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<blockquote data-quote="Gorgon Zee" data-source="post: 7904983" data-attributes="member: 75787"><p>I've played a fair amount of Fate at conventions, and I am actually struggling to recall any of them being no-prep games. Or even light-prep. They had very clearly prepped locations, NPCs and situations. I am looking at my Fate world books, and they are pretty much full of prepped characters, items, locations and so on. </p><p></p><p>Looking for an example, here is an addendum written by Jason Morningstar for use with <em>Fight Fire</em>: <a href="https://www.evilhat.com/home/wp-content/uploads/2013/10/Station-Ten.pdf" target="_blank">https://www.evilhat.com/home/wp-content/uploads/2013/10/Station-Ten.pdf</a>. I think it's pretty typical of Fate prep. The pre-mapped information includes all locations and people (organizations, gear and other world information is in the source book) as well as detailed challenges and expected outcomes. Here's a sample paragraph (unedited):</p><p></p><p>"Khadija was checking on stock levels when she got light headed, tripped and fell. Without active SCBA, anyone entering the basement will similarly get light headed and dizzy, develop a bitter taste in their mouth, and possibly fall. A CO2 tank had been installed only hours before, a detail no one will think to mention until after the fact. It is leaking CO2 and there is only 15% oxygen down there. The building should be hastily evacuated and ventilated, and Khadija Pendleton needs to go to the hospital. She will refuse and try to run her restaurant. Gerome Meeks will offer to lock the basement door, but the show must go on, 100 customers, a lunch rush. EMS is delayed by another call—they are understaffed and have a 30 minute ETA"</p><p></p><p>Note how this describes not only the plot in fairly high levels of details, but also character motivations, what the players need to do, character reactions to possible player actions, and a general future timeline.</p><p></p><p>I've played a lot of systems at conventions, and overall I'd say Fate is pretty much middle of the pack as far as "in-the-moment" preparation. Top of the list is likely <em>Toon</em>, with <em>Powered By the Apocalypse</em> games also very strong on improvisational playing. </p><p></p><p>What Fate makes easier is the ability for players to modify story elements. For Jason's sample scenes, a player might spend a Fate point to be a friend of Khadija, and so get a bonus to persuade her to go to hospital (modifying the plot) but if they tried to spend a fate Point to say "EMS happens to be right outside" I'd tell them that is not possible as the scene has the existing aspect "EMS is delayed by another call" which I would then write on a piece of paper and add to the scene as a newly-discovered aspect.</p><p></p><p>As far as invokes and compels are concerned, I might compel someone to forget to activate their SCBA or have an ex-boyfriend be eating there and cause a fuss, or anything that does not contradict the described situation or expected responses. My players can happily invoke anything they like that similarly does not contradict the story, but if they do want to, then I'll allow it if it makes a better story (e.g. being a friend of Khadija) and not if it doesn't ("EMS is nearby" -- scene over, done).</p><p></p><p>Note that this is exactly the same as I'd do in D&D. If a player said "I have profession:chef, can I be a friend of Khadija?" I'd say "sure" and give a +4 circumstance bonus to persuasion checks. If they said "The town description says they have a doctor in this area, is he nearby?" I'd say "no, sorry, he is delayed by another call".</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7904983, member: 75787"] I've played a fair amount of Fate at conventions, and I am actually struggling to recall any of them being no-prep games. Or even light-prep. They had very clearly prepped locations, NPCs and situations. I am looking at my Fate world books, and they are pretty much full of prepped characters, items, locations and so on. Looking for an example, here is an addendum written by Jason Morningstar for use with [I]Fight Fire[/I]: [URL]https://www.evilhat.com/home/wp-content/uploads/2013/10/Station-Ten.pdf[/URL]. I think it's pretty typical of Fate prep. The pre-mapped information includes all locations and people (organizations, gear and other world information is in the source book) as well as detailed challenges and expected outcomes. Here's a sample paragraph (unedited): "Khadija was checking on stock levels when she got light headed, tripped and fell. Without active SCBA, anyone entering the basement will similarly get light headed and dizzy, develop a bitter taste in their mouth, and possibly fall. A CO2 tank had been installed only hours before, a detail no one will think to mention until after the fact. It is leaking CO2 and there is only 15% oxygen down there. The building should be hastily evacuated and ventilated, and Khadija Pendleton needs to go to the hospital. She will refuse and try to run her restaurant. Gerome Meeks will offer to lock the basement door, but the show must go on, 100 customers, a lunch rush. EMS is delayed by another call—they are understaffed and have a 30 minute ETA" Note how this describes not only the plot in fairly high levels of details, but also character motivations, what the players need to do, character reactions to possible player actions, and a general future timeline. I've played a lot of systems at conventions, and overall I'd say Fate is pretty much middle of the pack as far as "in-the-moment" preparation. Top of the list is likely [I]Toon[/I], with [I]Powered By the Apocalypse[/I] games also very strong on improvisational playing. What Fate makes easier is the ability for players to modify story elements. For Jason's sample scenes, a player might spend a Fate point to be a friend of Khadija, and so get a bonus to persuade her to go to hospital (modifying the plot) but if they tried to spend a fate Point to say "EMS happens to be right outside" I'd tell them that is not possible as the scene has the existing aspect "EMS is delayed by another call" which I would then write on a piece of paper and add to the scene as a newly-discovered aspect. As far as invokes and compels are concerned, I might compel someone to forget to activate their SCBA or have an ex-boyfriend be eating there and cause a fuss, or anything that does not contradict the described situation or expected responses. My players can happily invoke anything they like that similarly does not contradict the story, but if they do want to, then I'll allow it if it makes a better story (e.g. being a friend of Khadija) and not if it doesn't ("EMS is nearby" -- scene over, done). Note that this is exactly the same as I'd do in D&D. If a player said "I have profession:chef, can I be a friend of Khadija?" I'd say "sure" and give a +4 circumstance bonus to persuasion checks. If they said "The town description says they have a doctor in this area, is he nearby?" I'd say "no, sorry, he is delayed by another call". Hope that helps. [/QUOTE]
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