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Adventure Design: Test Run, a Spaceship Adventure: pt.2

Last week we talked about Hiring and Flying on this fun little space adventure. This week, we cover where the real fun starts.

Scene 3: COMPLICATIONS

This is when the crew is confronted by their employer’s treachery. The ship has been reported stolen by the CEO, and the party of “thieves” have a bounty on their head. There are flaws in the cloaking device design which have the captured heat of stealth eventually flooding the ship and killing everyone. The ship’s weapons only have a couple of shots each, and the replacement packs are fakes. And there is a tracking device on the ship that lets the CEO find them even if they are cloaked.

Have the party deal with whatever complications they discovered in Scene 2 first, if any, at a reduced difficulty of Fair (2) for temporary fixes. The tracking device can be jammed for a while, the identities on the bounty can be altered, and the heat from the cloaking device can be safely vented after (at most) an hour of invisibility. Power can be diverted to give the laser guns a few more shots.

No Ship Is Perfect

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Real Life Examples #1: Complications and what to do

We recently asked some people who enjoy Fate Core what parts they found confusing or complicated. We have already covered the most selected response, Aspects and Fate Points here, and here. We plan to also look at Refresh and Stunts in the near future, but right now we wanted to cover a more general area of just complications in general and how they were dealt with.

I guess we are doing a whole series of things on this poll.

Fate Survey

So today we are going to look at some examples of Fate Core situations that got very complicated. It gives me a chance to walk down memory lane, and more importantly it gives us the chance to look at how the rules handle some of the crazy madness that comes from actually playing the games.

So let’s dive right on in.

The Dragon’s Tragic Death

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