Monday, September 4, 2017

FATE: Playtest Post


I have never laughed so hard since I played the classic Paranoia RPG in the mid-1980s.

So we did a playtest of the FATE Core System last night and we had an absolute blast, we had players having characters laying down aspects on the bad guys, and then in a moment of pure backstabbing greatness, on each other.

For a group of self-centered con-men and thieves trying to pull off the ultimate heist like something out of TNT's Leverage series, this was an absolute blast. At one point the mastermind of the caper was talked into killing off the band of criminals working under him he put together - by the bad guy they were trying to steal from.

"You work for me now."

Madness ensured.

Fun was had by all.

Not for Stat Crunchers

One thing to remember is FATE is not really a system for those who like their +1 longsword, AC 18, +6 initiative modifier, and 17 hit points. It is not that type of game. Your character's story, skills, and special 'stunts' are not there for singular "did you break down the door" type skill rolls, they are there to measure how much your actions impact the flow of the narrative.

And the narrative means the story itself, the room you are in, the situation around you, and even the stories and backgrounds of other characters with you - good or bad. The illustration on the cover of the book is a bit misleading, you may think this is a game about being that magic-wielding spy, samurai thief, or gorilla monk kung-fu guy - but it is not a game of personal min-maxing power at all. This is a game about how "whatever your power is" can push a story forward, sideways, or backwards and have a blast doing it no matter which way things go.

It is really a freeform "story simulator" and it excels in letting players delightfully mess things up for everyone at the table, good guys and bad guys included - and even your own character should you wish to take a setback for a couple extra hero points (so you can mess with things a little later in the scene). Yes, you will even find reasons to set your own character back if it advances the story in a way, or gets your character captured so you can finally be taken to the villain's secret lair.

You will start your own brand of trouble once you are there, trust me.

This is hard to simulate in a traditional style of pen-and-paper without a lot of GM fiat or "it is written into the module that you get captured" sort of stuff going on. Here? No, there are times you crave being set back because it opens the door to more trouble. We had a character try to sneak into the evil corporation's high rise fortress only to blow the roll spectacularly, where I instantly ruled, "...and they walk you into the evil CEO's office and say look who we caught trying to sneak in...."

And the player smiled in glee because "he was in" anyways, and then proceeded to go about his nefarious original plan when the bad guy offered up a new angle, and the player smiled at the chance to backstab all of the other players around the table with a double-cross.

And after an entertaining attempt of this player trying to eliminate the other high-tech thieves around the table with multiple chances to eliminate players, a devious triple-cross plan was formed and we are back at square one-hundred with the traitor serving as a part of the plan to pull off the biggest back-stab the world has ever seen on the evil CEO.

Oh, and now the evil CEO has devised a plan to tap all the city's phones and search for the player's characters throughout the city by monitoring every electronic device.

This was a simple heist. Get in the building's computer room, steal the plans, and get out.

The game has turned into a cross between Christopher Nolan Batman movie, The Exorcist, and The Matrix.

And we love it.


Player Directed Energy

So if you think about this game as "stats drive narrative" you begin to get it. We walked into this game thinking "traditional rules light game" and we were wrong. While the game itself has rules-light elements, there is a structure there around the basic four actions in the game (and subcategories of rules that control them) that is pure genius. You have to wrap your head around these concepts a little to get started, and about halfway through our first session it clicked.

You are not using "strength" to "bust down a door," you are using your strength to push the narrative along by busting down a door. You may additionally create an aspect (situation) for the scene stating "everyone suddenly ears the door crashing down" and use that short-term story-changer to your benefit. Or someone else may use it for their benefit.

You could use it to shock the group of baddies in the room on the other side into inaction.

They could use it to sound the alarm for help.

Someone nearby could use it to figure out where you are.

But the concept is the players use the situation, modify it, take advantage of it, or succumb to it (for their benefit) to create player-directed energy into the center of the table. This is not a one-way game where the referee tells the players what happens next. The players have direct input into what happens next, what is going on, and where the flow of the story is moving next. You may think in a traditional game this would be the case, if the players weren't in the goblin-infested tower rescuing the princess "they are driving the narrative!"

But in reality, they are not. They are playing through the referee's narrative and moving along a set path of events laid out in the adventure. Even if the adventure is free form, the only impact the players have on the story is through the result of skill and attack rolls.

In FATE, you lay down aspects of varying lengths of time on the story, create them, use them up, let them expire, or create long-lasting ones called consequences that stay in play for the entire adventure.

You make rolls with your skills to stir the pot, add new ingredients to it, and change the nature of the soup. The goal is not individual, atomic success that accumulates towards a conclusion. Here, you and your friends are aiming at changing the story through your individual skills and specialties. This game is not about winning X number of battles, collecting treasure, getting XPs and levels, and defeating the final boss.

Here, every player is a gamemaster in a way when it comes to writing the story together The players' stats rate how good they are at changing and adapting to the story. The gamemaster plays the bad guys, lays out the combined narrative, and is the final decider on how all this chaos comes together.

Silly, but also Serious

And we walked away realizing this is not just a silly party game. You could dial down the insanity a couple notches and have a really serious and satisfying game where you play spies, gangsters, space explorers, horror adventures, or any other sort of normal situation with normal characters. There would still be that subtle 'change the story' thing hovering around there in the background, but it would be used in different ways.

In a horror game, your character may suffer a consequence 'afraid to go in the basement' as a result of being scared by a sudden shock.

In a gangster game, your character could start a soup kitchen with some illegally gained dough and gain a 'loved by the working class and poor of the neighborhood' aspect.

In a spy game, you could talk an enemy agent into 'mistrusting a trusted source' of information and gain an advantage in a situation where that information becomes critical to the mission.

You can dial this down and play it straight. The characters do not need to be fate-alerting gods of chaos, and the insanity can be set at a manageable but still realistic level. It was a strange and sobering moment for us, that there was actually 'more there there' after a night where we laughed our heads off at the potential and insanity of what we just experienced. It was one of those door-opening moments for us that we experienced a few times, like when we first played role-playng games and realized 'you can do that?'

Here, with the narrative and story, yes, 'you can do that.'

Some Mental Assembly Required

As noted, it takes you looking at gaming and the story in a different way. There are a number of terms and interlocking pieces here you need to understand to get the most out of the game. You need to let go of your fear of spending "precious" fate points, and accept the fact you will be playing against your own best interest (in the short term) in order to get fate points back. You need to abandon some of the learned behaviors that traditional pen-and-paper games train you in, like some weapons being better than others, stat building, or min-maxing.

We had one player looking at their character and wishing they could be more than a single-purpose combat expert, that he had some social and technical skills when the situation called for a different approach and their influence wasn't as powerful. The player made up for it by spending fate points, playing smart, and steering the situation back towards what his character was good at - but still, that feeling 'you need to be good at many things' stayed with us. Also, that feeling of 'move the story to where it can be affected by your character the most' also became a tactic, and the bluffing and poker game began between players when they each tried to steer things their way.

But understanding the story-related aspects is key here, and letting each player have that 'ah-ha' moment where they realize the story-shifting parts of the rules are the most important parts of the game. Boosts, stunts, free uses of aspects, triggering them, creating them, and shifting the narrative playing field is where this game shines. If you play this as Basic D&D looking to see what's in the next encounter key you are not going to have as much fun, because you will limit your exposure to the best parts of the game with limited in-the-box thinking.

The more you understand and master the story-based aspects of the rules and how they are used, the more fun you will have with FATE.

Yes, we are Coming back to This One

We are planning a regular weekly game with this rules set, which is a rare thing. It is rare to find a game like this, that allows a high amount of energy to be directed into the game session from all of the players, and for pure chaos to send the story down a path nobody expected. That is the magic of roleplaying to us, not the stat-crunching or MMO simulation a lot of modern games get into, but the free form, 'we gather together to tell a story' thing that makes us feel like we are sitting around a campfire and kicking back with old friends.

FATE cerebrates the narrative. It gives everyone a chance to tell their part of the story. It gets this whole 'shared storytelling' thing that attracted us to the hobby long ago. Nicely done.

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