Deadly Fate
This thread (http://forum.rpg.net/showthread.php?709054-How-would-you-run-deadlier-FATE) showed up on rpg.net, but it seems to have died down a bit, and I'd kind of like to get feedback on my thoughts on the subject. Deadly (and its cousin gritty) gameplay in Fate has been in the back of my mind for a while. So, below is my post on how to make Fate deadlier.
I'd probably start with deconstructing what we mean by "deadly". There's a few things it could mean:
1) The characters lose more often
2) Combat goes faster - characters survive fewer hits.
3) A "failed" combat is more likely to result in death.
4) Retreat is harder to accomplish.
5) Some kind of death spiral exists.
6) Characters don't survive full on sword hits to the chest.
Some of these are somewhat related. Some aren't. I'll cover how I view them.
As a first question, exactly how often do you think characters should die? That's a useful calibration point.
1) This is the easiest one to handle - just use tougher opponents. It's easy to underestimate what opposition you should throw at players in Fate. If you want the FFV feel, don't make goblins mooks, make them supporting characters or better. Make every fight tough if the characters go in unprepared or unaware. Make Ogres truly epic challenges - +6 or higher peak skills, lots of stress - rather than low-mid-level cannon fodder.
2) This is mostly a matter of pacing, not inherently about deadliness. Still, this can be resolved either by minimizing/altering stress, having consequences soak damage, or using weapon/armor ratings where the weapons almost always outweigh the armor.
3) As the GM, narrate "Taken Out" to more often be "death".
4) Be stingier on the requirements to Concede, or charge a Fate Point to do so.
5) Play up the narrative truth of consequences, and you get this within the rules as they exist.
6) Don't narrate low stress hits as gaping sword wounds. Narrate them as close calls, or some combination of fatigue/battering.
Fate is really, even as-is, pretty much as deadly as you want to make it.
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Shorter stress tracks and less potent consequences are an interesting space to play in for sure. The Conditions hack from the Toolkit is also interesting because it makes things run a little faster (you don't have to sort out what to name your consequences) AND it sets explicit standards for what KINDS of effects are available and supported by the various levels of consequences.
I totally agree on "gritty = consequences". That's a slightly different post, but I really think that for me, gritty = humanity + suffering. Gritty characters are human, not superheroes. They're flawed and realistic. And they can suffer. That's what makes gritty heroes heroic - the cost that they pay to overcome.
+Jacob Poss: Oh, agreed. The thought experiment isn't really about "should it be deadly?", more along the lines of "what does deadly mean, and how would you do it?"
And, in my typical fashion, I come to the conclusion of "you don't need to muck with the rules much".
But Fate is designed to work more like HeroQuest: you're a very competent character who is able to take significant risks. The question then becomes: is one of those risks death? And what things are worth risking death for? It seems like that question might make a good a campaign aspect in the game that's going to wrestle with the risk of death.
I come at it from a FAE perspective and immediately note that the ease and speed of character creation makes a PC-blender work.
Using Create An Advantage to take PCs "out of commission" (even if only temporarily), also makes them easier to actually kill.
Using stacking advantages to good effect will definitely up the ante when it comes to taking out PCs quickly.
Old-school, killer traps should definitely be constructed with the goal of stacking advantages and then attack as a fractal.
All-in-all, if the table wants old-school style killer dungeon gaming, I would feel very comfortable providing it using FAE.
The important thing is that the table is on the same page, regardless of the style game being played.
I actually enjoy such exercises... I think I may just be weird.
Possibly halve the consequence values so they absorb less stress, making extreme consequences come up more often. Oh and a big one to making the players feel like they have less control, don't allow fate point bidding, the opposition doesn't roll until the opponent has stated his final result, possibly with making the defender roll first in conflicts!
For armour, you can have it add +1, +2 and maybe +3 to the consequence values to help absorb damage. You still take consequences, but the severity is much less because of the armour. For example, light armour +1 would be Mild (3), Moderate (5), Severe (7). It absorbs damage, but if you get hit, you still get hit and it matters.
The best part about Fate is that you can twiddle within the confines of the system and without stepping outside it and get an infinite number of permutations.