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:
|Roll||Out of trouble||In trouble|
|2+||Invoke an aspect to help multiple people||Invoke an aspect to get out of trouble and help someone|
|1||Invoke an aspect to help someone||Invoke an aspect to get out of trouble|
|0||Compel an aspect to get into trouble, but immediately get out of it||Invoke or compel an aspect to get out of trouble, but immediately get into trouble again|
|-1||Invoke or compel an aspect to help someone but then get into trouble||Invoke an aspect to stay in trouble but have it get less bad|
|-2 or less||Compel an aspect to get into trouble||Compel an aspect to have your trouble get worse|
If I ever get a chance to try this, I'll be sure to post about how it goes. Until then, Xave out.