Why Fate?

Fate Dice and Fate Points

This post has been a long time coming… but it’s going to have to wait just a little while longer. First, I want to briefly re-look at why I’m not using Call of Cthulhu or Trail of Cthulhu to play my games.

Call of Cthulhu

  • I previously mentioned that I don’t like percentile and roll-under systems – it’s just a personal preference.
  • Despite the updates over time, CoC is still rooted in a traditional Basic Roleplaying (BRP) system. Other than Sanity, there is very little alignment between the system and the style of story it’s trying to accomplish.
  • I prefer each roll of the dice to be interesting, so I don’t like systems that involve constant die-rolling – especially those that require multiple rolls to resolve a single action.
  • I want a system that supports and encourages the story, and stays out of the way the rest of the time. A game that has people developing complicated flow charts just to explain a basic mechanic (I’m looking at you Sanity mechanics) is not getting that done.
  • I’ve lost track of how many times I’ve seen new CoC GMs ask about a rule (and I don’t mean a weird edge case) and the bulk of the advice is to not worry about the specifics of the rules and just focus on what makes sense in the story. That’s great advice, but it suggests that a lot of the great stories told playing CoC happen in spite of the system, not because of it.

Trail of Cthulhu

  • I like that ToC directly tackles the issue of an investigation stalling because the players fail a die roll, but I don’t like the way it does it. Getting the vital clue automatically is fine, but it removes possibilities from the game. I like the idea of failing a roll to find a clue still resulting the players discovering the clue, but with an added complication. I think this approach still resolves the problem Gumshoe is trying to solve, but also creates new opportunities for interesting play.
  • I really don’t like the point spend system to obtain additional clues. I believe the best games encourage players to focus on what their PCs are actually doing, not on what skills they want to use. The point spend system appears to work against that idea.

Why Fate?

So that hits the highlights of why I’m not just playing CoC or ToC. Which leaves the question of why I’m using Fate Core. If you’re familiar with Fate, you’re probably thinking one of two things: “I like Fate, but I’m not sure it makes sense for an investigative horror game.” or “I can’t stand Fate; what are you thinking?”

I’ll address both of those ideas in more detail, but I think it’s important to understand that there is a difference between the rules of Fate Core and the way people play Fate Core. Put another way, some people play RPGs in a fairly typical style using the Fate system, while others view and play Fate as a somewhat different style of RPG all together. Neither is wrong, but these two different styles of playing Fate can lead to a fair degree of confusion when discussing the game.

System Gets Out of the Way

As I’ve mentioned, I prefer roleplaying games that emphasize actual roleplaying, which I loosely define as “making decisions and taking actions as though you were your character.”  In other words, the players (and the Keeper) act based on what their characters would do an any given situation, NOT based on the mechanical options granted to them by the system or other mechanical factors like which skill they want to use. Not only do I find this style of play much more enjoyable (assuming the Keeper is capable of effectively running this kind of game), but it is also easier to learn and teach to others.

Not only does Fate Core support this style of play, but it explicitly encourages it. The Golden Rule of Fate, often paraphrased as “Fiction First”, instructs players to “First, figure out what you want to do, then consult the rules to figure out how to handle it in the game.” This is arguably the central tenet of Fate, and as long as you stick to this concept you should end up playing a style of game along the lines of what I’m going for.

Elegant – Powerful Simplicity

Again, I like a system that let’s us focus on actually playing the game and pursuing the story. I want a system that’s easy to learn for the players and doesn’t require you to look up rules every time a new situation arises. If you need a flow chart for a core system of the game, that’s not good. With an eye towards keeping players focused on what’s going on in the story, I also prefer dice mechanics that are consistent, don’t require you to figure out what kind or how many dice to roll every time, and require a minimum of math.

Fate has a fairly small number of core elements that can be applied in different combinations. They can seem simple and minimalist at first, but once you start seeing how they can be used, it becomes more apparent that they can be used to handle virtually any situation. This approach emphasizes determining what’s actually important in the moment, as opposed to simply ‘in this situation, always follow this process’. This can actually be more challenging for Keeper’s to learn, compared to other system, but it also offers more possibilities and helps speed up gameplay. Ultimately, it can make things easier on everyone. It also encourages Keepers to understand why they are choosing to use a mechanic at any given time – rather than just blindly following a step-by-step process – and how those choices impact the game. This can ultimately help produce better Keepers and better games.

And if you’re rolling dice in Fate, you’re rolling four dice and adding a few numbers. You might make a decision about re-rolling or adding a couple more numbers, but that core mechanic doesn’t change. The basic process is consistent throughout the game.

Scalable

As you learn more about roleplaying game (and adventure) design you begin to see patterns in different areas of play. For example, using dice to resolve an action attempted by a character is serving the same purpose, regardless of who or what is attempting the action. The more you can utilize the same basic mechanics for similar circumstances, the easier the game is to learn. This also minimizes the amount of focus that everyone has to divert away from experiencing the story from the perspective of their character and towards the mechanics of the game (the cognitive load).

As an example, some games might have a whole separate additional system for resolving combat between military units on a battlefield. In some games, this uses a completely different ruleset from the core roleplaying game, which means you have to learn a whole new system for a situation that will only see limited use. In other games, this uses a ruleset closely mirrors the core game mechanics, which makes it quick and easy to learn. It also allows the players to better focus on why that battle is important to the story.

Fate uses the same basic mechanics regardless of the players involved. Resolving what happens when a single soldier fights an opponent on the battlefield uses the same process as two infantry units engaging in close quarter combat. The names of the skills being used might be different – just to help differentiate that these two operate on different levels of scale – but resolving these two actions is handled the same way. Indeed, virtually every element of Fate’s system can be applied the same way at any level of scale.

Simplifies the Narration

One thing I’ve never liked as a GM is blocks of text to be read aloud verbatim as part of a scenario. It always comes across as forced and artificial to me. Unfortunately, I’ve also sometimes not been so great at coming up with detailed narration on the spot. I’ve also noticed two trends in that occur sometimes in mystery games: First, if the narration doesn’t include something, the players assume it must not exist – which limits the options they feel are available to them. Second, if the narration does include something, the players assume it must be important. Don’t mention a painting on a wall if you don’t want the players to inspect every inch of it. This can create challenges for the GM or Keeper.

Fate uses Aspects – short descriptive phrases – to describe just about everything in the game. These Aspects are open-ended and allow everyone to make assumptions about the world. Describe a room as The History Professor’s Cluttered Basement Office, and everyone can reasonably assume it contains a desk, bookshelves, books, papers, and artifacts, as well it being dark and dreary. There’s no need to describe all of those things individually. This might seem odd at first to some veteran roleplayers, but it is incredibly freeing and effective in practice.

Adaptable

I’m a firm believer that the best games align their ruleset with the setting and themes of the game. So if I’m not going to build a game system from scratch, then I need to use a system that is already set up for investigative cosmic horror – or a system that can be easily modified. One thing the Fate is known for is how easily it can be hacked to suit a particular need. In fact, I would argue that Fate is actually more hackable than many players think. It has a reputation for producing a very particular style of play, but it’s capable of fostering other styles as well.

Wrap-Up

So that covers the highlights of why I’m using the Fate Core system, but if you’re concerned about how Fate can be used for investigative horror – or if you don’t like Fate – it probably doesn’t really address your concerns. Which is why my next post is going to discuss what I’m changing about Fate Core, and why…

Lessons in Fear – From the ALIEN RPG

One question that pops up from time to time is how to actually instill fear into horror games. There’s plenty of techniques for setting the atmosphere – especially for games like Call of Cthulhu (CoC) – but I recently came across some really useful guidance in the newly released ALIEN RPG. And since it plays upon the idea of “fear of the unknown” it’s certainly suited to a Mythos game. I definitely plan to use this in my future games. And I also realized that I had unwittingly done so in a past game as well.

Cover of the ALIEN RPG from Free League Publishing

The ALIEN RPG repeatedly highlights that it is a horror game, and it briefly outlines three different kinds of fear (and how to use them). Combined with an understanding that the tension of fear has to periodically be released, I see a lot of potential here. The three stages of fear the game points out are Dread, Terror, and Horror. Here’s how they are described in the ALIEN RPG (Note that the game refers to the GM as the Game Mother):

“Creating horror in a roleplaying game is not always easy. Overdo it, and the players aren’t scared anymore—downplay it, and the game drags on. The key to Game Mothering horror is to manage pacing properly and keep the major threat hidden as long as possible. To do this effectively, you need to carefully manage the stages of fear in the game: dread, terror, and horror.

DREAD: The sense that something bad is about to happen, but no-one is really sure what or why. Dread is the first stage of fear in the ALIEN roleplaying game and should be employed as often as possible. The key to using dread is planting seeds and watching events unfold. The players know something terrible is about to take place, but without knowing what it is, they can’t do anything about it. This dread may evolve to the next stage, but sometimes it won’t—and that’s fine. Examples of dread:

  • A control panel indicates that the airlock was just cycled manually whilst all of the crew are accounted for on the bridge.
  • Someone finds blood on the walkway. The ship’s cat is missing.
  • A strange and leathery egg is found in a crashed derelict ship. It’s like something is alive in there.

TERROR: You feel terror when you know something bad will happen any moment now. It is no longer a question of if but rather when it will take place. From a roleplaying perspective, the feeling of terror is the most effective feeling of fear as the PCs are at their most helpless state. Therefore, terror often involves the scariest moments in a gaming session. Use it selectively for maximum effect. Examples of terror:

  • A squad of marines investigating an old mine steps into something slimy. One of the marines hears a hissing sound. She realizes that something is directly above her.
  • A colonial marshal following a killer in the deep bowels of a space station realizes that she is the prey.
  • A pilot on a stranded shuttle barricaded in the cockpit hears pounding on the access hatch. Something wants in.

HORROR: The ultimate form of fear is horror. Horror is the moment when the danger reveals itself. It is the moment of climax. The payoff that the earlier stages of fear have hinted at. But because of this, it is also less scary than terror. When horror hits, the game mechanics take over. You draw initiative and fight it or try to escape. Horror is vital to the game, but it should be used rarely and is often best utilized late in a game session rather than early. Examples of horror:

  • A corporate agent turns around and stands face to face with an alien baring its teeth.
  • The egg opens and a crab-like creature lunges at the closest crew member, attaching itself to her face amidst the screams of her friends.
  • Black, lightning-quick creatures crawl through the walls and roof towards the marine squad.”

After reading this a couple weeks ago, I immediately began thinking of ways to incorporate this into how I GM. Then, this morning, I realized this also helped explain one of my more successful scenes from a previous game.

Last year, I ran the Peru Prologue for Masks of Nyarlathotep. (I used it as a test for my WIP alternative to CoC’s mechanics: Our Terrible Fate.) The players were my two children and my mother. This was still fairly early in the scenario, but they were already a little paranoid – not freaking out or overreacting, but generally distrustful of everyone. (Also note that I used two play aids during the game that came in towards the end of the scene. I had a printed card showing what the monster looked like – not always appropriate for CoC but worked in this case – and I had Syrinscape’s MoN audio program on my laptop.)

(Spoiler alert: This won’t reveal any big details from the scenario, but it may ruin this scene if you intend to play it.)

  • The investigators were visiting a professor at the local university museum. The professor’s assistant was translating an old journal that may provide important clues. They are introduced to the professor and are having a conversation. As that wraps up, the professor mentions that his assistant should have arrived already. He suggests that the investigators could go down to the archive room and check on her. (Dread: What happened to the assistant, and what are we walking into?)
  • The investigators head down and discover her dead body. (This initially provided a small bit of tension relief.)
  • Then they looked over the body and discovered the nature of the strange wounds and emaciated state. (Dread: What could have done this?)
  • Then they notice bloody footsteps leading away from the body to another exit from the room. “We are NOT following those footsteps!” (Dread: What left the footsteps, and where did it go?)
  • The investigators then hear screaming from upstairs. (Dread)
  • Rushing upstairs, they hear signs of a struggle from inside the professor’s office. (Dread leading into Terror)
  • Heading inside, they see what appears to be a man clutching the professor. His back is to them. (Terror: It’s right there. What is it, and what’s it doing?)
  • The strongest investigator, a boxer, decided to grab the figure from behind to pull him/it away from the professor and restrain him. I narrated that the figure easily broke free from the investigator’s grasp and flung him back a few feet. It then turned and snarled at the investigators, revealing at strange mouth on an otherwise human-looking face. (At this point, I played the snarling sound effect in Syrinscape and showed the players the card so they could see the monstrous form of the villain.) (Horror: Big reveal.)

At this point, my son actually got up from the table with an “Oh, hell no!” and started pacing around. Everyone was on edge up to that point, and I think it was the snarling sound effect that really pushed him over the edge. This was immediately a big tension relief in terms of fear, but some of that tension was immediately replaced by the tension of “Okay, now that we’re face to face with this thing, what do we do?”

This scene was easily one of the highlights of our session. (Though admittedly, that may have been because I screwed up some other scenes. But that’s another story.)

(If you’re interested in the ALIEN RPG, you can buy the PDF from Free League Publishing on DriveThruRPG.)

A Light Dawns: An Epiphany about Fate Core’s Character Advancement

Work continues on my efforts to create an adaptation of Fate Core to place investigative cosmic horror. One area of the rules that I remain a little unsure about is also one of the first pieces of Fate Core I originally wanted to change – character advancement. Ever since I first read through the rules for character advancement, something about it has bothered me, and today I read something that helped me realize why.

Fate Core’s character advancement revolves around the concept of milestones. The basic idea is that there are minor, significant, and major milestones that generally occur at the end of a session, scenario, or story arc. You can ‘spend’ a milestone to change or advance your character.

I understand that there’s a lot about this system that works really well – and is far better than  generic XP system – but there’s always been this inherent nagging feeling I’ve had that just turned me off from these milestones. Part of me simply thought a session is not a standard unit of measuring anything so why should it be used to pace character advancement? Turns out that’s really close to why this bothers me, but it’s not the whole thing.

I’ve also come across numerous examples online of this system not working the way I feel it should. Players using their milestones to change a character’s skills and stunts, not based on what has happened to the character recently, but based on what they thought would be more useful in upcoming play. To me, that is counter to focusing on the story – something Fate normally places a great emphasis on.

I’ve also seen some really great things happen with milestones, and I like how it helps to align how the characters change with how the world changes around them. So I’ve been tempted to just leave it alone and see what happens.

However, today I read something that helped me realize why I don’t feel right about milestones, courtesy of the Angry GM.

First, I read a couple of posts about types of scenes, the importance of pacing, and how these ideas interact to help bring about great, memorable, and fun stories. Then I came across this post about sessions. There’s a lot of great stuff here, especially in the context of the emphasis Fate places on the importance of the fiction – the story – itself. Then there’s where something clicked for me:

Anyway, in RPGs, we have this metagame concept of “the session.” You know, of course, that every week or every two weeks or whatever, we get together and play a chunk of the RPG game. Whatever game we can fit into three hours or four hours or five hours, that’s what we do. And we pick up next time where we left off last time.

The problem is that sessions don’t care about the story. They don’t care about the game. The narrative. They don’t care where arcs begin and end, where adventures begin and end. While RPGs are essentially episodic, the episodes have NOTHING to do with the narrative.

So sessions don’t generally have any connection whatsoever to the story. They are not connected to the fiction you are trying to create at the table. So then it hits me: By tying character advancement to sessions, you are inherently introducing a barrier between character advancement and the fiction.

It’s not just that a session isn’t a consistent way to measure time or experience – which is part of what initially bothered me – it’s that sessions are often disruptive to the pacing of the fiction, and by using them in advancement we are creating an additional obstacle to integrating character change and advancement naturally into the story.

So, how do I fix this in my game? I’m not sure yet, but I’m thinking it’s going to be through some combination of two basic ideas:

  1. Minimize or eliminate any reference to sessions in character advancement & change (probably from other system mechanics as well).
  2. Integrate sessions more fully into the pacing of the story and flow of the game.

I still want to provide a lot of guidance and tools for Keepers in the game, so the second option will probably work well with that, but I may tinker with the first option as well. Now that I finally have a little better grasp on what bothers me about milestones, it should be much easier to put together the kind of advancement system I want in the game.