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Tell me how crazy I am? [Dresden Files / Gotham City]
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<blockquote data-quote="OGIHR" data-source="post: 7210430" data-attributes="member: 6879245"><p>Another night of work, and more pondering...</p><p></p><p>I think that I have my Fort Adolphus campaign's opening scene pretty well figured out. I'd start out of course with the discussion of power levels and initial character concepts (more towards Types & Templates than High Concepts at that stage), then go through the normal collaborative city/character creation, one phase at a time. </p><p></p><p>Once the PCs are properly assembled, I'd look over their Your Stories, and pick one who is most plausibly both happening last chronologically and going to result in some police attention at the scene. Then I offer that character a Compel. </p><p></p><p>If he's willing to be front and center in the first scene of the game (knowing the criteria I used to select who to make the offer to), he gets an instant Fate Point. And if he's willing to have taken a Mild Consequence (which will take only a few scenes to recover from) then he gets a second Fate Point. I'll also explain that normally Compels cost a Fate Point to turn down, but I'm waiving that for the opening scene of the campaign. Entirely his choice. </p><p></p><p>And if he declines, then I figure that SOMEBODY has got to volunteer for the "free" combo of spotlight and Fate Point(s). Right?</p><p></p><p>Then I turn to those characters who have ties to the volunteer via Guest Starring Aspects (in either direction), and they get the exact same offer. Then everyone else (except for the volunteering for Consequences bit). Personalized invitations to Compel themselves into being in the very first scene of the campaign.</p><p></p><p>Then, with everyone (who wants to be) on the stage, we open on the immediate aftermath of the first volunteer's Your Story's climax. As the heroes are emerging from the crisis locale, and a beat cop is arriving onto the chaos of the scene. </p><p></p><p>A gathering of colorful characters at a crime scene is certainly going to attract any policeman's interest, and this cues the first Conflict of our game. But unlike the usual opening brawl, this is a Social Conflict, with the cop on one side and all the PCs on the other. The cop's goal is to get any of them to paint themselves as suspicious enough to justify arrest, while their goal is to get him to give up on them as potential suspects and instead just tell them to get out of there. </p><p></p><p>Whoever gets Taken Out doesn't get what they want. One or more PCs getting Taken Out means they're selected for arrest. Even if the cop is Taken Out later in the Social Conflict. Attacks and Maneuvers and Blocks are all certainly viable (as would be Assessments / Declarations), but anybody trying to Sprint (or otherwise change the Conflict to a Physical one) is certainly going to be Conceding the Social Conflict in the process. Which means they get to narrate the circumstances of their being taken out. Which could easily be "sacrificing" themselves to let the others go free.</p><p></p><p>This plan is intended to give the players a "live fire" tutorial of the full Conflict + Consequences rules, with zero risk of "expositional gunshot wounds" for the slower learners of the group. And this way, the first time somebody pulls a gun, the players will already understand that Maneuvers are their friends.</p><p></p><p>And even in the worst case scenario, of somebody getting themselves arrested after having taken a part in the triggering Your Story which would have left forensic evidence behind, it just takes one Clued-In Cop NPC to surreptitiously tamper with the chain of evidence to prevent any permanent fallout from the introductory scene. </p><p></p><p>What do you all think?</p></blockquote><p></p>
[QUOTE="OGIHR, post: 7210430, member: 6879245"] Another night of work, and more pondering... I think that I have my Fort Adolphus campaign's opening scene pretty well figured out. I'd start out of course with the discussion of power levels and initial character concepts (more towards Types & Templates than High Concepts at that stage), then go through the normal collaborative city/character creation, one phase at a time. Once the PCs are properly assembled, I'd look over their Your Stories, and pick one who is most plausibly both happening last chronologically and going to result in some police attention at the scene. Then I offer that character a Compel. If he's willing to be front and center in the first scene of the game (knowing the criteria I used to select who to make the offer to), he gets an instant Fate Point. And if he's willing to have taken a Mild Consequence (which will take only a few scenes to recover from) then he gets a second Fate Point. I'll also explain that normally Compels cost a Fate Point to turn down, but I'm waiving that for the opening scene of the campaign. Entirely his choice. And if he declines, then I figure that SOMEBODY has got to volunteer for the "free" combo of spotlight and Fate Point(s). Right? Then I turn to those characters who have ties to the volunteer via Guest Starring Aspects (in either direction), and they get the exact same offer. Then everyone else (except for the volunteering for Consequences bit). Personalized invitations to Compel themselves into being in the very first scene of the campaign. Then, with everyone (who wants to be) on the stage, we open on the immediate aftermath of the first volunteer's Your Story's climax. As the heroes are emerging from the crisis locale, and a beat cop is arriving onto the chaos of the scene. A gathering of colorful characters at a crime scene is certainly going to attract any policeman's interest, and this cues the first Conflict of our game. But unlike the usual opening brawl, this is a Social Conflict, with the cop on one side and all the PCs on the other. The cop's goal is to get any of them to paint themselves as suspicious enough to justify arrest, while their goal is to get him to give up on them as potential suspects and instead just tell them to get out of there. Whoever gets Taken Out doesn't get what they want. One or more PCs getting Taken Out means they're selected for arrest. Even if the cop is Taken Out later in the Social Conflict. Attacks and Maneuvers and Blocks are all certainly viable (as would be Assessments / Declarations), but anybody trying to Sprint (or otherwise change the Conflict to a Physical one) is certainly going to be Conceding the Social Conflict in the process. Which means they get to narrate the circumstances of their being taken out. Which could easily be "sacrificing" themselves to let the others go free. This plan is intended to give the players a "live fire" tutorial of the full Conflict + Consequences rules, with zero risk of "expositional gunshot wounds" for the slower learners of the group. And this way, the first time somebody pulls a gun, the players will already understand that Maneuvers are their friends. And even in the worst case scenario, of somebody getting themselves arrested after having taken a part in the triggering Your Story which would have left forensic evidence behind, it just takes one Clued-In Cop NPC to surreptitiously tamper with the chain of evidence to prevent any permanent fallout from the introductory scene. What do you all think? [/QUOTE]
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