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:
- Minimize or eliminate any reference to sessions in character advancement & change (probably from other system mechanics as well).
- 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.
If you haven’t already, look into the Fate Worlds of Adventure, NEST. It has an alternate way of doing character advancement – it’s more a feature of the setting of the game than anything else, but it might help you formulate what you want to do with your setting/game.
Thanks! I’ll definitely give it a look.