Xavid (kihou) wrote,

Dō x Fate

I was musing on zephyr yesterday about a problem I have with DFRPG character creation. There's this bit where you write brief collaborative stories for prior adventures your characters have had together, to establish how they know each other and why they'll want to work together in the campaign. That I really like; it's a great way to get past the "we all want to do different things and have no reason to form a party" aspect some of my campaigns have had. However, the problem I have with the stories from Thin Ice is the word "brief" there. Standard character creation has three players take turns adding onto each story. In our campaign, this left us with stories that felt like "teasers" rather than telling a full story; in particular, none of them have a full resolution. This is a bit awkward, since the resolutions are things the characters should already know, especially when later events call back to events that weren't fully specified in the story.

The simple fix would be to have the third player, or possibly the GM, write a conclusion for each story.

But, I also just got Dō, which is a quick collaborative storytelling game, and it seems like it'd be a cool way to do a bit more elaborate prior adventures. In Dō, a story has a set of goal words; if you've managed to use all the goal words by story end, you get the good ending; otherwise, you get the bad ending. It goes around the table, and there's a randomness mechanic that generates two options for each player to continue the story; many of these options let you use a goal word or two.

The way I'd do this for DFRPG stories is something like this:
  • This happens after city creation, so we have 3 theme aspects, 9 location aspects, and some number of already-figured-out PC aspects.
  • The GM and any players who have ideas they like generate story seeds.
  • Each player picks a story seed, uses a randomness mechanic to figure out how their character starts out the adventure, and writes the first sentence, involving their character. The story options would feature "gets in trouble do to an aspect getting compelled", "gets out of trouble by invoking an aspect", and "helps someone by invoking an aspect".
  • Then, each story is passed to the left, and the players use the same mechanic to follow up on the first sentence of the story they got passed. (We might actually want to do stories in series rather than parallel so people could discuss things more as a group.)
  • The overall goal is for each player to use their new phase aspect for the story (which they may just be making up now) at some point in the story, and for a certain number of other aspects from the setting, campaign theme, or various characters to also come into play before the story ends.
  • The story ends when this goal has been met, a certain number of rounds have passed, or everyone wants it to. If the goal has been met, you get a "good ending" that involves a lasting relationship with someone in the story; if not, you get a "bad ending" focusing on some antagonist with recurrence potential. Each player gets one last sentence to describe their character's role in this ending, with no randomness mechanic. If you haven't determined your phase aspect by now, you should probably try to work it into your ending sentence.

I'd want to tinker with this some more, but the idea appeals to me.

I like Dō's draw-stones-from-a-bag randomness source, but for Fate it'd probably be simpler to use Fudge dice, possibly something vaguely like:
RollOut of troubleIn trouble
2+Invoke an aspect to help multiple peopleInvoke an aspect to get out of trouble and help someone
1Invoke an aspect to help someoneInvoke an aspect to get out of trouble
0Compel an aspect to get into trouble, but immediately get out of itInvoke or compel an aspect to get out of trouble, but immediately get into trouble again
-1Invoke or compel an aspect to help someone but then get into troubleInvoke an aspect to stay in trouble but have it get less bad
-2 or lessCompel an aspect to get into troubleCompel an aspect to have your trouble get worse
A more complex version would involve each roll giving you two or three choices, based on whether you want to spend a fate point, gain a fate point, or neither.

If I ever get a chance to try this, I'll be sure to post about how it goes. Until then, Xave out.
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