FATE of the Furious

1 Comment

It’s not the car. It’s the driver.
-Dominic Toretto

In this fairly simple hack for playing a Fast and the Furious-style game using Fate, the major change to the normal rules is that automobiles are not really independent items, they’re just a template that allows characters to increase the scale of their actions.

The Drive Skill

You cannot purchase the Drive skill directly, only as part of a skill-replacement stunt (see below). The skill loses most of its normal trappings, even when purchased through a stunt. You can use it to:

  • Overcome: Use Drive to defeat someone in a straight-up race. This is often a simple challenge for a quarter mile drag race, but might become an extended challenge for longer and more complex races (with maneuvers as described below).
  • Defend: Use Drive to defend against attacks and maneuvers made against you while you are driving (assuming they come from outside the car).

Drive Stunts

Each skill in the game features a stunt that allows you to use that skill to accomplish the actions under Drive, above. Additionally, this stunt grants you a once-per-session free tag on an aspect of your choice, as long as you’re in an automobile that makes sense for the skill you’re using in order to make use of that skill. For example:

  • Dom uses Provoke to drive. When he’s in a classic intimidating muscle car, he gains a free tag to use for Provoke-related rolls, such as scaring someone out of the chase.
  • Hobbes uses Physique to drive. When he’s in a big, burly truck, he gains a free tag to use for Physique-related rolls, such as bursting through a wall.
  • The Shaw brothers use Athletics to drive. When they’re in agile, lightweight cars, they gain a free tag to use for Athletics-related rolls, such as ramping their cars off of things.
  • Tej uses Crafts to drive. When he’s in a high-tech car, he gains a free tag to use for Crafts-related rolls, such as explaining the features of everyone else’s cars to create an advantage.
  • Roman uses Rapport to drive. When he’s in a flashy car, he gains a free tag to use for Rapport-related rolls, such as boosting his friends’ moods to create an advantage.

The intention for this system is two-fold:

  • By using what is likely to be your top skill for driving, all of the protagonists tend to be fairly close to one another in ability to keep up with an ongoing chase, differentiating their driving styles by what types of maneuvers they make during the chase.
  • By granting a bonus when in the right style of car, it encourages players to pick vehicles that are evocative of their characters’ styles.

Other Skills in a Chase

A car chase is pretty much just treated as a moving battle. The GM can automatically force it into a new zone every exchange (as the chase moves into a different part of the city with different aspects), and the drivers in the lead can use a driving Overcome check to try to move ahead and into a zone of their choice (forcing pursuers to drive to keep up). Any normal skills you could use to maneuver and attack in a fight are used normally here, only described as affecting the other car. Using the general assumption that it’s stopping that’s unusual, the GM might introduce hazards that must be Overcome or Defended against which would be non-issues in a foot combat (such as an obstacle).

Unless specifically doing something that injures the driver (e.g., sniper on the route), all consequences (and Taken Out results) for the chase stay with the car and are lost upon exiting the car. Stress resets normally at the end of the scene (so exiting a car and finding a new one or continuing the fight on foot preserves any accrued stress, but just exiting the scene upon being taken out usually allows you to return the next scene none the worse for wear).

If you simply want to escape pursuers without making each of them Taken Out, this can be resolved as an extremely hard Overcome challenge with a difficulty based on the visibility distance, terrain, and suggested means of escape. Essentially, the difficulty should be hard enough that it will require a meaningful number of maneuvers to set up free tags in order to soundly out-drive the pursuers.

Differentiating Cars

Cars are mostly described as a set of bonus aspects you can use while in the vehicle. A terrible car might be a “Rusty Old Beater” while a high-end sports car might be “New Hotness,” “Twin-Turbo V10 Engine,” and “Computerized Traction Control.” This allows compels and tags to generate the small differences between a skilled racer in a bad car and a good one.

At the very high end, extremely nice cars may come with one or more free tags on their aspects available to the driver. These don’t generally reset: like our later-movie protagonists, you get the really cool sports car, you drive it for a scene or two, then you shed a brief tear when it’s blown up and you move onto the next one without regret.

As a stunt line, characters with a very signature car (like Dom’s main ride) might purchase a high-end car with free tags that actually reset between sessions.

Dresden Files: Alternate Lawbreaker Rules

2 Comments

I’m thinking about running a warden-focused Dresden Files game in the not-too-distant future, and I was thinking about adding a simple change to the way the Lawbreaker stunt works. For those unfamiliar with the universe of the game, there are seven laws of magic (don’t kill with magic, don’t mind control, etc.) that are formalized by the wizards’ ruling body but enforced somewhat by reality: since you have to believe fully in your magic to get it to work, doing terrible things with it (even for initially noble ends) warps you. You gradually become the kind of person that does those horrible things as a matter of habit, which is why the council generally has a zero-tolerance stance on breaking the laws. It’s a lot like going to the dark side.

The game rules model this descent as a power you have to buy the first time you break a law, and you have to buy it to a second rank if you keep breaking the law. If you break the law even further, it begins changing your Aspects to twisted versions that mention the lawbreaking. The power gives you a +1 (+2 at rank two) to any further magic rolls to create effects that break the law.

The problem I’ve found with the standard implementation is that my players are outright allergic to suboptimal character build choices. They’ll refuse to break magical laws not because they’re not tempted, or because they’re worried about the wardens, but because that +1 for a power isn’t mechanically optimal. Particularly for wizard characters, who are pretty strapped for powers after buying their standard package, there’s practically zero temptation to do anything that will force them to spend character build currency on a power they don’t want (and which is mechanically very weak, compared to the other power and stunt options).

So the tweak is simply to make the power “free” up front, but, when the character is compelled to break a law, the cost to buy out of the compel is increased by the rank of the power. For example, if you have rank two of Lawbreaker: First (i.e., don’t murder with magic), when the GM offers a fate point to murder someone with magic, it costs three fate points to choose not to. And, if you continue to sin and sin, those twists to your aspects will make you much easier to compel in a variety of circumstances.

(A slightly less downward spirally version of this change suggests that players cannot be compelled to break laws until they have Lawbreaker rank one and that doesn’t change the cost to buy out, and rank one just increases the cost to two fate points. This would prevent the GM from straight up engineering falls: you have to make that first choice yourself.)

A character trying to redeem him or herself could reverse the process, cleansing aspects and eventually removing rank two with an unbroken sequence of buy outs of the compel to sin further (up to the GM how many buy outs in a row are required to recover). But you can’t ever get rid of rank one; per the source material, once you’ve broken a law, it changes you, and you have to resist the urge to keep doing it for the rest of your life.

I think this tweak should preserve the intent of the system, while making it much more attractive to character optimizers.

Two Fisted Fate

Leave a comment

Today’s idea is a quick, somewhat silly one that I had when traveling without my 4dF and thinking about running a game. Fate is rules- and trait-light enough that it would be a good game to run places where dice and even character sheets are hard to manage: camping, road trip, etc. With a background in LARPing, my group’s natural fallback for resolution in a diceless situation is Paper-Rock-Scissors. I realized that if you’re playing it fairly randomly, it actually generates three results, just like dF. The problem is that you’d have to iterate it four times to generate 4dF. If you do, the distribution of results should be pretty identical to 4dF (barring unrandom choices of signs), but that might bog the game down more than getting all the results at once.

Thus, use two fists at once (do not do this if you are the driver in the road trip!). Compare each hand independently to each of your opponent’s hands, and add up to the total results like so:

PP PR PS RP RR RS SP SR SS
PP 0 2 -2 2 4 0 -2 0 -4
PR -2 0 -1 0 2 1 -1 1 0
PS 2 1 0 1 0 -1 0 -1 -2
RP -2 0 -1 0 2 1 -1 1 0
RR -4 -2 0 -2 0 2 0 2 4
RS 0 -1 1 -1 -2 0 1 0 2
SP 2 1 0 1 0 -1 0 -1 -2
SR 0 -1 1 -1 -2 0 1 0 2
SS 4 0 2 0 -4 -2 2 -2 0

So, for example, if I throw Rock and Paper, and the opponent throws Rock and Scissors, my Rock ties his and beats his Scissors, for a net +1, and my Paper beats his Rock but loses to his Scissors for a net 0, for a total +1 result.

The numbers are much more contingent than normal dice rolls, so the probabilities are a little skewed and notably lack +3/-3 results:

Result Standard RPS
-4 1.2% 3.7%
-3 4.9% 0.0%
-2 12.3% 14.8%
-1 19.8% 14.8%
0 23.5% 33.3%
1 19.8% 14.8%
2 12.3% 14.8%
3 4.9% 0.0%
4 1.2% 3.7%

But they’re close enough, I think, for the situations where you’re likely to use it. Also, the ranges of -4 to -2, -1 to 1, and 2-4 all add up to the same totals (so you’ll get a result of -1, 0, or 1 just as often, it will just be distributed differently).

Shadowrobo, Part 3

Leave a comment

Let’s Do Some Crime

I don’t like building facilities in Shadowrun. It’s a lot of work to map them out, there aren’t any good guidelines in the core book for what’s a reasonable level of expense and challenge, and my group tends to figure out how to skip to the end. Good on them (I encourage it), but it winds up meaning I do a lot of mapping and security layout work that never gets used. Atomic Robo‘s science systems suggest a way to lessen that work considerably.

Brainstorms

Use the brainstorm rules when you want to offload a lot of the security design to the players. This works pretty identically to the standard rules, except the players use any skills they can justify rather than Sciences, representing various steps of research and investigation into the situation they’re trying to overcome. Just like the standard rules, you run three cycles of the players competing to get to be the one that states a fact (and the GM naming one if all the players fail), with a final phase to decide on the hypothesis aspect. The facts and hypothesis become what’s true about the situation, giving the GM a lot of guidance for laying out the run (and some facility aspects).

Invention

Conversely, the invention system works well for when you’ve laid out a scenario and want to establish that there’s a profound blocker before it’s safe to proceed. That is, there’s a special layer of technological or magical security that is over and above what the team usually has to deal with. An invention, therefore, becomes just however the crew is going to bypass this unusual difficulty: a rare widget, secret codes, suborning someone with access, etc. With some catches involved, you can run a large part of the session around putting together materials for the run; once they have them, the run itself may be rather easy, with the drama being about creating the invention.

Resources and Organizations

The Tesladyne Industries organization rules in chapter 12 work very well for setting up corps and the PCs’ own resources. Rather than one overarching player-controlled org, under this system:

  • Whenever the PCs are hired by a corp or other large group, that entity has its own Resources mode. Antagonistic corps may also have a Resources mode (used as a gauge for what they can bring to bear and what their intel can determine about PC activities). For corps, AAA corps have a Great Resources, AA corps have Good, and A have Fair. They should usually have one focus and one specialty skill (often Armory or R&D for the major corps and Intel or Transport for the police agencies).
  • The PCs have their own organization that represents a much more loose collection of the crew’s pooled reputation, wealth, connections, etc. It should be named after whatever their team name is.

All organizations get a Mission Statement aspect, and that’s immediately known to the PCs (and they should come up with their own for their team org). All plot-important orgs also get Pressure aspects, but the players likely only know their own team’s pressures to start. The pressures on other orgs go a lot way to explaining their agendas and why they keep hiring runners or having runners sent against them, and figuring them out will go a lot way to moving the PCs from reactive to proactive. Only the player’s org accumulates Title aspects, but does not have an innately refilling Supply (see below).

When the PCs are on a mission for a corp, they can often use its Resources rather than their own as “expenses” for the run. This may only be available if they know who they’re working for so they know what kind of stuff to ask the Johnson for (even if it’s in a plausibly deniable way). For every point using these items increases the GM’s fate point reserve, also make a note that they have a point of debt that they have to pay off if they don’t return the items at the end of the run. (The reason to keep the items is that they may be better than what the PCs can get through their team org.)

The PCs’ team org starts at Fair Resources with no focused or specialized skills. The players can advance individual skills per the normal rules (paying their own character points to increase them). To upgrade the whole Resources level, the players need to accumulate rewards.

At the end of a run, come up with a rough reward level:

  • 1-3 points for the wealth of the employer (3 is for a AAA corp)
  • 1-5 points for the overall danger of the run
  • 0-3 points for mission success and secrecy (3 is for ghosting the run with all objectives completed)
  • Subtract up to five points for failing to meet secondary objectives, collateral damage, and generally making a mess
  • Subtract the debt rating for any items the PCs requisitioned from their employer and lost or kept

Whatever’s left is the payment for the run. Add this to the fate point Supply on the team org’s sheet. This is the only way to add Supply (the org doesn’t refill it naturally based on total aspects like in the rules). Like normal Supply, these points can be spent as fate points for anything that can be justified as spending money or using team resources. Once they’re spent, they’re gone until new rewards are earned.

At 10 points in Supply, the team’s Resources becomes Good. At 30 points, it becomes Great. Spending Supply below these thresholds drops the team’s Resources back down to the appropriate level.

Shadowrobo, Part 2

Leave a comment

Weird Modes

Within the frame of Shadowrun, these modes aren’t really that weird. Most PCs will have at least one of them, with some oddball Concepts allowing you to take more than one.

Adept

An adept, or physical adept, has innate magical control over her body, allowing a wide range of seemingly impossible stunts. Some such individuals are “mystic adepts” and can also take the Mage mode with this one.

Associated Skills: Athletics, Combat, Notice, Physique, Stealth, Will (this is essentially the Martial Artist mode from AR and represents a standard adept; for adepts with social powers, feel free to pick different skills)

Improvements: None

Sample Stunts: The Martial Artist mode’s stunts work great as examples.

Decker

A decker is the most elite of the hackers, totally at home in virtual reality. He uses an incredibly powerful and incredibly illegal computer “deck” to accomplish his hacks, and has built in cybernetics to seamlessly connect to the Matrix.

Associated Skills: Burglary, Contacts, Deceive, Notice, Provoke, Stealth, Will

Improvements: None

Sample Stunts: Most stunts for a decker will be gear stunts, representing the deck itself and specialized programs running on it.

Rigger

Riggers are to vehicles and drones what deckers are to the Matrix: a combination of mental cyberware and advanced computer “rig” designed to help control vehicles like extensions of their own bodies.

Associated Skills: Burglary, Combat, Notice, Stealth, Vehicles, Will

Improvements: None

Sample Stunts: Most stunts for a rigger will be gear stunts, representing various vehicles and drones.

Cyborg

There are a wide variety of ways to install tech into and improve your body in the Sixth World. While just about anyone might have a few pieces installed, a full-on cyborg has given up a substantial part of her essence to become more than human.

In addition to compels to the Concept aspect about this loss of essence, a character with this mode cannot take the Adept or Mage modes.

Associated Skills (Street Samurai): Athletics, Combat, Contacts, Notice, Physique, Vehicles

Associated Skills (Bioware-Augmented Face): Athletics, Deceive, Empathy, Physique, Rapport

Improvements: None

Sample Stunts: A wide variety of stunts can be justified with various pieces of cyberware and bioware; look at the Robot and Mutant modes for ideas. For more fiddly cyberware, you can bolt on the Cyberware rules from the Fate System Toolkit.

Mage

A mage is an individual born with the ability to channel mana and affect the spirit world. This is accomplished by spiritual awareness and the use of spells and rituals.

Associated Skills: Conjuring, Notice, Will, Every spell as its own skill (i.e., spells work like Science skills for the Science! mode, see below)

Weird Skill: Conjuring

Overcome: Use as a Lore skill for spirits
Create an Advantage: Summoning a spirit is a specific kind of advantage creation
Attack: Banish summoned spirits
Defend: Defend against summoned spirits

Essentially, use the conjuring rules for Storm Summoners in the Fate System Toolkit, with Shadowrun flavor.

Weird Skills: Spells

Each spell has up to two applications around its theme. You technically have access to all spells at your mode rating, but you should probably work with your GM to come up with a few of them that you’ve pre-agreed upon. Remember that, like Science, you have to individually focus and specialize each spell if you want it to have a higher rating than the mode.

For using these skills, use the Channeling rules from the Fate System Toolkit, with the individual spells replacing the “Channeling” skill.

Improvements: Specialize one trained skill, Focus one trained skill

Sample Stunts:

  • Astral Perception: Use Notice to perceive on the Astral Plane.
  • Astral Projection: (Requires Astral Perception) Enter a trance to generate an astral body that can move extremely quickly and interact with things on the astral plane (using your normal skills). Spend a Fate point to use magic on the physical world when projected.
  • Signature Spell: Add a weapon or armor rating to one of your spells, or make it one that you can “fast-cast” without having to tag an aspect or take damage.

Shadowrobo, Part 1

5 Comments

Do you have the Fate-powered Atomic Robo RPG yet? This will make much more sense if you do. If you preorder, you get the PDF right away.

I’m probably running Shadowrun wrong. I get the vibe that the normal way to run it is a gritty, simulation-heavy crime drama where you can’t buy much for a nuyen but lives are cheap. I tend to run it much more like Leverage: as a pulpy tale of quirky master criminals that are rare enough in their awesomeness that the system they’re robbing has a hard time adapting to the threat they present. So keep that in mind.

With that style of running, the Atomic Robo rules immediately jumped out at me on reading as highly in-tune with my style of GMing Shadowrun. So we’ll see if there’s anyone else in the intersection of “Runs Shadowrun,” “Has Atomic Robo,” and “Loves Leverage.” In general, I’m erring on the side of trying to keep the rules drift from AR minimal, so there’s a good bit of “give the rules descriptions a Shadowrun flavor” rather than thorough hacks to make the game more like the normal SR rules. If you have Fate but not Atomic Robo, some of this will make a little bit of sense, but I recommend going ahead and getting AR. It’s good.

This will be a multi-part series.

Picking Aspects

Shadowrobo inherits AR’s lack of a Resources skill. Unlike AR, the assumption is that you’ll be doing runs to make money, rather than having a permanent job with relatively easy gear requisitions, and I’ll hopefully get to some systems about that later. But it does mean that your wealth is not specifically expressed as a skill, and the various members of the team are more or less in the same boat (of needing to do runs to make money). If you want a character who’s better at managing money or has a trust fund and just does runs for the fun of it, by all means represent what would be a Lifestyle in SR with your Omega Aspect or tailored stunts. And if you live on the streets and fritter away every nuyen you earn, that’s an excellent use for a compel-happy Omega Aspect as well.

Similarly, so much of the effects of race in SR can be modeled by just using it to justify particular skill choices, so there’s no specific rules for that. You should probably include it in your Concept Aspect, as that will let you make a custom weird mode if you want it to be really important, or just use invokes and take compels when it’s relevant to the story. But if you want to play, say, a troll whose massive physical stature doesn’t mean much except when fate points are in play (e.g., you didn’t buy much Physique), that’s perfectly fine and right in keeping with how the Fate system works in general.

Remember that the Sixth World has a lot more “weird” modes that are actually pretty common, unlike the standard assumption for AR, so if you want access to ‘ware- or magic-based modes, don’t forget to mention it in your Concept aspect. This is particularly important because that allows the GM to model things like essence loss and drain (which don’t have very deep systems in this conversion) with compels if it makes a better story.

Adapting the Standard Skills

Shadowrobo uses the same standard skill list from AR.

Some of the weird modes will get weird skills to fully flesh out what you can do in Shadowrun, but, in particular, hacking falls mostly under the purview of standard skills. That is, you use Burglary to break through data security, Contacts to track down information online, Deceive to trick a system, and Stealth to get through it unnoticed.

The idea behind this is twofold. On the one hand, there’s very little security that isn’t electronic and networked, and even human observers have all kinds of electronic aids, so there are limited options for a burglary- or stealth-expert that can only get past purely physical security. On the other, there have been several generations growing up in the information age at this point in the setting, so it doesn’t really even make sense to think of “computers” as a separate discipline that some people are completely ignorant of. That is, your decker is probably well trained (as represented with focuses, specialties, aspects, and stunts) to be the best at solving computer problems, but any runner can do some basic computing in a pinch. If you want to make an old-school thief who’s hopeless at computers or a hacker that’s unprepared for a physical lock, represent that with an aspect and prepare to soak up the compels.

Other than computer-related skills, a lot of the skills are also used without much modification to represent magic and ‘ware. Since Fate is a results-based system, if you really want to differentiate the troll with a natural Physique, the adept with mystically augmented strength, and the samurai with built-in servos, do it with Stunts and Mega-Stunts.

Standard Modes

The standard modes in Shadowrobo are Soldier, Face, Thief, and Operator.

Soldier

Maybe you were actually part of the military before retiring to the shadows. Maybe you were a “soldier” in a gang, learning your trade on the streets. Maybe you moved to a martial-arts monastery and studied real hard for ten years or your family was wiped out by drug dealers and you swore yourself to revenge. Whatever the case, you have a strong baseline of physical and combat skills.

This has the same skills as AR’s Action mode (Athletics, Combat, Notice, Physique, Provoke, and Vehicles), and similar stunts are probably appropriate. It’s a good mode for anyone to grab some facility in combat, and often serves as an additional mode for samurais and adepts that want to be real badasses.

Face

There comes a time in the formation of every group of runners where they realize they’re going to have to find some burned corporate marketer or salesman or hit up their fixers for contact info for a quality grifter, because none of them can con their way out of a paper bag or talk a Johnson into paying a living wage. You’re the one they make talk to people.

This has the same skills as AR’s Banter mode (Contacts, Deceive, Empathy, Provoke, Rapport, and Will), and supports similar stunts. It’s the kind of mode where, if you have it, you’re probably going to put it pretty high, hoping that some of the other party members will at least have it as their Average mode. But they all left it off the sheet entirely because now they have you to do all the talking… so they can get better at shooting people.

Thief

Most crews pay lip service to getting in and out without it requiring a storm of bullets, a suitcase of explosives, and a busy day for the local coroner. In order to actually achieve those lofty goals, it helps to have members trained in the arts of thievery. Your skills are partly physical training, partly computer hacking, and all about getting paid without requiring a body count.

This has the same skills as AR’s Intrigue mode (Athletics, Burglary, Contacts, Deceive, Notice, and Stealth), and supports similar stunts. It’s the chassis on which to build a decker that actually goes into the building and most other flavors of ninja.

Operator

The more organized crews often realize that it’s worthwhile to have a member that stays in the van, providing surveillance and support from a more objective perspective (i.e., not getting shot at while making decisions). This individual often also fulfills the role of getaway driver, even without a control rig. Since the other members of the team tend to expect some kind of above-and-beyond for the greater safety, the operator also tends to be the one to do a lot of the initial footwork and setup for a job.

This mode is not reflected in AR, and has skills that cover a range of support options (Burglary, Contacts, Notice, Provoke, Rapport, Stealth, and Vehicles). Invent stunts in that vein. It’s often paired with Decker for a hacker that doesn’t come inside, with Rigger for obvious reasons, and for anyone else that wants to round out their support skills.

Don’t Forget Your Aspects

Leave a comment

Pretty simple idea today, brought on by the cryonic heads episode of Fringe. This campaign premise is intended as something of a bait-and-switch, so you should inform your players that it’s a mystery and that they should hopefully trust you and roll with it.

What the players don’t know initially (but will piece together through the course of the scenario) is that they were cryogenically frozen after death. The initial scenario takes place in a computer simulation designed to repair the characters’ brains before releasing them into the high-tech future. That is, the entire game is an elaborate prologue for a “modern characters awake in a sci-fi setting” game. Nova Praxis is probably perfect for this, and the text below assumes a build of Fate, but really anything works. You can subtly adjust the questions to change up the scenario (e.g., maybe it’s a fantasy/horror setting and this is all a prelude to them getting resurrected after being long dead).

Why bother? Because it’s often easier to introduce a setting with vastly different and complex background details with fish-out-of-water modern characters that aren’t expected to know anything the audience doesn’t, and that’s generally hard to do with sci-fi settings. Further, it’s often hard for you to get certain players to give you deep insight into their character psychology without running them through a system that’s all about their psychology.

Also, every time we entertain in fiction that all those frozen rich geeks are getting resurrected in the future, it justifies it just a little bit for them 🙂 .

The System

This uses a standard build of Don’t Rest Your Head. Obviously, the circumstances of the City will be different. This isn’t a place that’s exactly out to get the characters, so much as trying to get them to remember. But they’re suffering major brain damage/freezer burn being slowly repaired, so a little horror may be a natural result of them trying to come to terms with their deaths and science-augmented rebirths.

Exhaustion represents the brain exerting itself to be repaired, having a harder and harder time staying cogent in this electrically-stimulated half-life. The Exhaustion Talent should ultimately map to the character’s top skill when built in Fate.

Madness represents the character rebelling against what is in many ways a cross between the Matrix and a lucid dream, making things happen not really intended by the scenario, and the Madness Talent represents an especially powerful glitch that the character can use. The talent may or may not map to a stunt when built in Fate.

Crashing or Snapping may be temporary setbacks, or may indicate that the character’s brain cannot be saved, depending on whether you’re really just running a prelude and you want them all to move on, or whether you want them to work for it.

Pain and all its attendant problems represents the characters’ own subconscious nihilism: the monsters are almost entirely their own reasons for thinking they don’t deserve to come back from the dead. It should probably be rather like Silent Hill, a lot of the time.

The Questions

  • How’d you make your money? (Even if they don’t remember it, all the characters were rich enough to pay to be cryogenically preserved. If someone chooses to answer this in a way that negates the question, then you get to invent the weird circumstances for why someone else decided to pay to put them on ice.)
  • Why do you want to live? (This should hopefully tease out why the characters paid to be preserved without giving the game totally away.)
  • Why are you afraid you deserve to die? (This gives you fuel for designing the Pain creatures the characters will face.)
  • What’s your biggest secret? (Another issue to be resolved by Pain.)
  • What’s the last thing you remember? (A twist on the standard What Just Happened question, this actually indicates a moment before the character died, but which will be built upon by the simulation. You should encourage the players to be somewhat stressful or sinister, but less weird and horrible than normal for DRYH.)

The Scenario

Depending on how they answered the questions, the easiest way to go is probably The Game through Silent Hill through The Matrix/Dark City.

That is, start to build up an initial wrong impression that they were kidnapped for something related to their money. The final memory in reality was a significant memory not too long before the character died, but probably didn’t actually mean anything sinister. But here, it suddenly is full of portent and gets spun out into a different logical path. Especially if you have the characters all start out together in a locked room, it probably won’t be long before they decide that they’re all rich and must have been kidnapped.

Before too long, they should start to see cracks showing in the belief that this is a simple kidnapping. Set the nightmare nob to the level you’re comfortable with, and all the dark entities they run into should gradually resolve into being elements from each of the characters’ fractured psyches. They should probably get the impression that they’re in a Purgatory of their own sins and psychodramas.

But they have superpowers, taxing though they are. As they deal with threats, the seams of the simulation should become more and more apparent. This is a scenario constructed of advanced but still limited technology: the AI isn’t as smart as they are and the playspace isn’t infinite; monsters can be tricked, NPCs are strangely lacking in complexity, and doors can’t be opened or loop back around. Towards the end, they have probably figured out they’re in a box and are just trying to figure out the key.

They key is defining their Aspects. Whichever build of Fate you’re using, figure out the number and categories of the Aspects that are needed (e.g., High Concept and Trouble plus others or the Aspect alphabet in Strands of Fate/Nova Praxis). Try to herd the players into situations where they might exemplify something about their natures. When someone does something dramatic and personal that might fit into an Aspect category, break the fourth wall and ask them a question (possibly including the simplified adjective that you think might make a good Aspect, e.g., “Are you always this Strong?”).

The goal is to get the player to respond with a full sentence that becomes an Aspect (rather than just a yes or no; e.g., “When I need to, I can move mountains!”). When that happens, very visibly write down what the player just said, while just nodding and moving on if you get a simple affirmation or negation. The players should pretty quickly pick up that they’re meant to be answering the questions with style.

Try to make sure the scenario targets players in a way that keeps the questions answered with Aspects even, so they can basically all get their total number of Aspects at the same time (possibly with one final set of questions before the walls come down). Once they all have their full allotment of Aspects, the simulation has successfully rebuilt their personalities, and they can be decanted into new bodies (or just a virtual lobby as the scientists explain what actually happened and give them a full range of output options) and make their characters in Fate.

Then, shortly afterwards, they can have an exciting scene of bitching at a bunch of resurrection techs for what they were just put through.

Older Entries