Fate Core Thought of the Day: Questions and Decisions
Okay, this is more of a general RPG thing, but it applies very well to Fate Core.
So, I read Save the Cat! recently. It kind of opened my eyes to a lot of script structure, and pushed me in a few directions I had already been going.
I think there's two things that are critical in every RPG. Questions, and decisions.
Every RPG session should answer some question. This is what drives play, and keeps people engaged. This is no different than a story, be it book, movie, or whatever. We watch Star Wars because we want to know "Will Luke manage to destroy the Death Star?"
That's more of a campaign level question. But there are other questions as well - "Will Luke find R2?" "Will they find a pilot?" "Will they disable the tractor beam?" These are all interesting questions.
So when starting a campaign, ask yourself what the campaign question or questions are. A grand, sweeping question is fine, but then there needs to be something more immediate, relevant, and obtainable. "Will Luke defeat the Galactic Empire" is an interesting question, but it's huge. "Will he get off of Tatooine before the Stormtroopers find him" is a much more approachable, and solvable question.
The other thing is to ensure that the players care about the questions. So think about what your players care about - which is generally stuff they've invested something in. In Fate, that means their characters, but can also mean the setting bits that they've had input into. You may have a grand idea for a war between massive factions, but the players, at least to start, don't really care about your factions. You do, because you made them - you're invested in them.
Even on a smaller level, most scenes should answer a question. Sure, there are scenes that are just exposition, or character development, but a good dramatic scene has to have a question that it answers. If you can't figure that out, then maybe you should skip over the scene, or give the players enough information that they can get to a scene with an important question.
The other part of this equation is decisions. Questions set the stage, and create the drama. But player decisions are what answer the questions.
Whenever you're looking at a scenario, think about what decisions the players are making. If they're just going along from point A to B to C, and defeating challenges, then they're not making a ton of decisions, and not doing much to answer the important questions. That's fine for some games, but it seems kind of counter to the games where Fate really shines.
A lot of times we look at adding mechanics, or encounters, or tweaking things, or setting up scenarios. And that's great. But I find it's best to always do those things with a mind towards "what decisions does this enable for the players?"
You've got a town that's having an internal power struggle? Great! One's clearly the good guys, and one's clearly bad... well, you've just removed a decision, in that (hopefully!) the players will align with the good guys. Instead, try to make the two sides have implications for the future of the town that aren't just "good" and "bad" - or even better yet, tie them into character aspects, especially if you can find conflicting aspects!
Same with game mechanics. Got some funky new dice mechanic you want to try? Awesome! But what decision points does it give to the players that they don't have? If the players are still making the same decisions (or worse, fewer because the new mechanics provide some kind of optimal path), then rethink your mechanic.
Note that if the players' decisions are driving the answer to the questions of the game, then you can't know the answers ahead of time. I deliberately avoid planning what will happen - even to the point of thinking about how cool things might be, and then stopping myself from thinking about that.
Questions and decisions. Get those, and you're pretty much golden.
20131025 Fate Core Thought of the Day Question...
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+1'd by: Artur Fiedorowicz, Jack Thomas, Blue Tyson, Paul Vencill, Gerald Rose, Scott Belchak, Porter Williams, Mike Lindsey, chris glew, Brett Bowen, Christopher Moore
Reshared by: Andru Matthews
The scenes you described seem to fall pretty well under the "exposition" umbrella. They're not scenes that advance the "plot", and that's cool - games, books, and movies have those. They give information on the world, or the characters, or whatever, and that's value in and of itself.
But scenes where there's actually something going on, you want to figure out what question is being asked. And in the scenario as a whole, there needs to be interesting questions to be answered.
I'd probably argue that Fate isn't the optimal system for the "I'm living in an alternate world" type of games, but that might just be my biases. If I were to run a game more on those lines, I'd personally probably veer towards GURPS.
Also in regards in thinking about the players who want to "experience the world." I think that is asking a different set of questions that must be answered. Every game involves abstraction of time and space to some degree. Otherwise you would be doing it real time and end up with seven hour games where no one did anything because the characters were asleep. Or Would you want to go into detail about how the character is using the facilities? When a player gets upset at you jumping forward this, to me, seems like the question has been answered to your(the gm) satisfaction, but not the player's. A preference for a certain playstyle does not negate the system that +Robert Hanz put forward, it merely informs how you must use it. The question is causal in nature, it does not tell you how the players should go about it or how the GM should deal with how they go about it. I don't know if that makes any sense.
I'll be honest, my campaigns are very fluid session wise. I have an overall big bad for my campaign and I break the stories I want to tell into Episodes with their own goals, but the content if each episode is dependent almost solely on the PC's actions
I'll never argue in favor of any kind of railroading. Hell, if you read what I wrote, it should be pretty clear that I'm vehemently against it. That's the whole "decision" part of the thing. Without decisions - player agency - it's not a very interesting game.
Your descriptions of your sessions sound almost exactly like mine. Except I usually don't even play "episodes" out. The play is almost entirely driven by the actions of the players, and the reactions of their opposition.
You cut that mans arm off, therfore the bartender tells the stormtroopers about what happened. You got a ride to alderaan, but you were sold out by a shifty guy who has been following you.
The goal is to never have to say, "this happened and then this happened." There should always be a strong connection between sceneszm between action and reaction.
Does anyone recall where the platform and tilt analogy comes from? I think it was an RPG book.
You've gotta establish the baseline first. But that's a slightly different issue - 'baseline' scenes can still answer questions (or not).