Monday, January 28, 2013

Recovering Consequences & Defining Milestones

This rules hack isn't tied to a setting, since I plan on using it in any setting. Per default, a minor consequence disappears after a scene, a moderate consequence the next game session and a severe consequence at the end of an scenario.

Now, my own game table has a rotating player roster. As a direct consequence, I try to finish a scenario in one session (like a TV show). That way, going by the book, all consequences would be recovered at the end of a game session. Not to mention achieving a significant milestone after each game session. That's a bit too fast for my tastes on both counts.

So I am going to change the recovery of consequences:

  • Minor consequences still recover one scene after they have been treated somehow.
  • Moderate consequences downgrade to a minor consequence at the beginning of the next game session the character participates in.
  • Severe consequences downgrade to a moderate consequence at the beginning of the next game session the character participates in.
Now about milestones:
  • A minor milestone is hit at the end of each game session (as per the rules in FATE Core).
  • Significant milestones are lost and replaced with an experience system. You gain one experience point each time you play and three experience points can be traded for a skill point. Thus, I keep to the recommendation of awarding a skill point every two to three sessions.
  • Major milestones stay as the are and are achieved at the end of a campaign by the whole group.
With these rules tweaks, I should be able to address the issue of the shifting player roster. What do you think?

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