And more DMing advice, this time from FATE Core which is currently being
kickstarted. So for that matter is a
Hackers' Guide for Cortex Plus (the Leverage, Smallville, and Marvel Heroic Roleplaying System).
AN INCREDIBLY POWERFUL NINJA GM TRICK
Asking the players to contribute something to the beginning of your first scene is a great way to help get them invested in what’s going on right off the bat. If there’s anything that’s flexible about your opening prompt, ask your players to fill in the blanks for you when you start the scene. Clever players may try to use it as an opportunity
to push for a compel and get extra fate points right off the bat—we like to call this sort of play “awesome.”
Let’s look at our example scenes above. The prompts don’t specify where the PCs are when they get confronted with
their first choices. So, Amanda might start the session by asking Ryan, “Where exactly is Zird when the brute squad
from the Collegia comes looking for him?”
Now, even if Ryan just replies with “in his sanctuary,” you’ve solicited his participation and helped him set the scene. But Ryan is awesome, so what he says instead is, “Oh, probably at the public baths, soaking after a long day of research.”
“Perfect!” says Amanda, and holds out a fate point. “So, it’d make sense that your Rivals in the Collegia Arcana would have divined precisely the right time to catch you away from all your magical implements and gear, right?”
Ryan grins and takes the fate point. “Yeah, that sounds about right.”
And
Starting Scenes
When you’re starting a scene, establish the following two things as clearly as you can:
• What’s the purpose of the scene?
• What interesting thing is just about to happen?
Answering the first question is super-important, because the more specificyour scene’s purpose, the easier it is to know when the scene’s over. A good scene revolves around resolving a specific conflict or achieving a specific goal—once the PCs have succeeded or failed at doing whatever they are trying to do, the scene’s over. If your scene doesn’t have a clear purpose, you run the risk of letting it drag on longer than you intended and slow the pace of your session down.
Most of the time, the players are going to tell you what the purpose of the scene is, because they’re always going to be telling you what they want to do next as a matter of course. So if they say, “Well, we’re going to the thief ’s safehouse to see if we can get some dirt on him,” then you know the purpose of the scene—it’s over when the PCs either get the dirt, or get into a situation where it’s impossible to get the dirt.
Sometimes, though, they’re going to be pretty vague about it. If you don’t have an intuitive understanding of their goals in context, ask questions until they state things directly. So if a player says, “Okay, I’m going to the tavern to meet with my contact,” that might be a little vague—you know there’s a meeting, but you don’t know what it’s for. You might ask, “What are you interested in finding out? Have you negotiated a price for the information yet?” or another question that’ll help get the player to nail down what he’s after.
Also, sometimes you’ll have to come up with a scene’s purpose all on your own, such as the beginning of a new scenario, or the next scene following a cliffhanger. Whenever you have to do that, try going back to the story questions you came up with earlier and introducing a situation that’s going to directly contribute to answering them. That way, whenever it’s your job to start a scene, you’re always moving the story along.
Even more importantly
THE SCENARIO IN PLAY
So, now you should be ready to begin: you have a problem that can’t be ignored, a variety of story questions that will lead to resolving that problem one way or another, a core group of NPCs and their motivations, and a really dynamic first scene that will get things cooking. Everything should be smooth sailing from here, right? You present the questions, the players gradually answer them, and your story rolls into a nice, neat conclusion.
Yeah... trust us, it’ll never happen that way.
The most important thing to remember when you actually get the scenario off the ground is this: whatever happens will always be different from what you expect. The PCs will hate an NPC you intended them to befriend, have wild successes that give away a bad guy’s secrets very early, suffer unexpected setbacks that change the course of their actions, or any one of another hundred different things that just don’t end up the way you think they should.
Notice that we don’t recommend predetermining what scenes and locations are going to be involved in your scenario—that’s because we find that most of the time, you’re going to throw out most of that material anyway, in the face of a dynamic group of players and their choices. Not all is lost, however—the stuff you have prepared should help you tremendously when players do something unexpected. Your story questions are vague enough that there are going to be multiple ways to answer each one, and you can very quickly axe one that isn’t going to be relevant and
replace it with something else on the fly without having to toss the rest of your work.
Amanda had expected that the scene with Landon, Cynere, and Anna would result in a briefly violent reaction, thanks to Landon, followed by the PCs explaining that they’re not with the Cult of Tranquility and everyone realizing that they’re all on the same side.
Right? No.
The first swing of Landon’s sword fells Anna where she stands, killing what would’ve been their first contact with the Sun and Moon Society, an important secret organization opposing thecult. Plus, Anna’s companions are now convinced that he and Cynere are indeed cultists.
So... slight detour. Amanda sees a few ways to go from here:
• The warriors throw caution to the wind, cry “Revenge!” and fight to the death.
• One of the warriors assumes Anna’s role in the scene and continues the conversation.
• The warriors flee (making a concession) and report the killing to their superiors in the secret society, leaving Anna’s body behind.
She decides to go with the third option. These two may be good guys, but they’re not heroes, and neither one of them is up for taking on Landon after that opener. And the odds of them wanting to have a little chat with Anna’s corpse at their feet are, at best, slim.
Plus, Amanda figures Lily and Lenny will want to search the body, which would present a good opportunity to feed them information about the Sun and Moon Society. It’s also a way to bring Zird in on the action—maybe he knows something about the Sun and Moon Society already, and can make contact with them.
Also, knowing your NPCs’ motivations and goals allows you to adjust their behavior more easily than if you’d just placed them in a static scene waiting for the PCs to show up. When the players throw you a curveball, make the NPCs as dynamic and reactive as they are, by having them take sudden, surprising action in pursuit of their goals.
Amanda’s still stuck on Anna’s unexpected demise. She’d planned on making her an entry point for a whole story arc—maybe not a powerful NPC, but a pretty important one nonetheless. So if Anna’s not going to be around anymore, Amanda at least wants to make something out of her death.
She decides that, while the death of a member of the Sun and Moon Society would go unnoticed by most of Riverton, a guy like Hugo the Charitable would certainly hear about it. He’d already taken notice of Landon after he fought off a few Scar Triad goons. And now this. This newcomer is clearly dangerous, potentially a threat. Worst, he doesn’t seem to be working for anyone.
Given Hugo’s high concept aspect of Everyone in Riverton Fears Me, he sees Landon as a potential asset for the Scar Triad. If you can’t beat ‘em, recruit ‘em.