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Running away from a conflict
How can I keep the nature and capacity of NPCs hidden to generate a fear of the unknown?Weapon/Armor Ratings vs NPCs using the Teamwork/Mobs ruleCan a character choose to be taken out?Do all players have to agree to accept or deny a group compel?Sneak attacks in Fate CoreCan I use non-aspects as narrative permissions?What mechanisms have been used to make magic risky?Does the GM have to pay a fate point to Declare a Story Detail?How do you handle changing the nature of conflict?How would you run a Crisis of Faith in Fate Core?
$begingroup$
This might be an easy one, but i had a situation where a rogue character fought against a guard who shouted to the other guards to come and help. The rogue got a boost and wanted to trip the guard and run away.
It didn't seem like conceding, really, and it's not taken out..
Is there a way to let the character leave the conflict without having to let the NPC choose their fate?
fate-core conflicts
$endgroup$
add a comment |
$begingroup$
This might be an easy one, but i had a situation where a rogue character fought against a guard who shouted to the other guards to come and help. The rogue got a boost and wanted to trip the guard and run away.
It didn't seem like conceding, really, and it's not taken out..
Is there a way to let the character leave the conflict without having to let the NPC choose their fate?
fate-core conflicts
$endgroup$
add a comment |
$begingroup$
This might be an easy one, but i had a situation where a rogue character fought against a guard who shouted to the other guards to come and help. The rogue got a boost and wanted to trip the guard and run away.
It didn't seem like conceding, really, and it's not taken out..
Is there a way to let the character leave the conflict without having to let the NPC choose their fate?
fate-core conflicts
$endgroup$
This might be an easy one, but i had a situation where a rogue character fought against a guard who shouted to the other guards to come and help. The rogue got a boost and wanted to trip the guard and run away.
It didn't seem like conceding, really, and it's not taken out..
Is there a way to let the character leave the conflict without having to let the NPC choose their fate?
fate-core conflicts
fate-core conflicts
edited 1 hour ago
Jadasc
41.8k4112194
41.8k4112194
asked 2 hours ago
Jo the JockerJo the Jocker
1624
1624
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
Technically, this is conceding the conflict. If the opposition (the GM) accepts it, then the conflict ends on the player's terms. If they (you?) don't accept, then the conflict continues. Now the PC must defeat the opposition by taking them out.
The trick here is realising that taking someone out does not mean murdering or beating the crap out of them. It means somehow rendering them unable to take part in the conflict. When someone's trying to run away, this may well mean that the taken out pursuer (the guard in your example) loses track of the quarry (the rogue).
Frame the action properly and it will make more sense. The objective of the rogue is to get the f* out of there. The objective of the guards is not to let the rogue do that.
The "attack" of the rogue doesn't involve hurting the guards. The rogue "attacks" the objective of the guards by running away with Athletics. The guards may try to "defend" their objective of not letting the rogue get away by giving chase with Athletics, or pinning them down with Shoot etc. What's being attacked or defended isn't bodies, but objectives in the conflict.
If the guards are taken out, they eat dust and return empty handed. If the rogue is taken out, then she is cornered with nowhere to run.
$endgroup$
$begingroup$
I haven't gotten the impression the opposition needs to accept the concession; the Fate Core section on conceding mentions accept nowhere. You just do it, then work out how it'll unfold. I'm not sure if that's a holdover from previous editions of Fate, but it sounds like your first paragraph should be updated to reconcile with Fate Core concessions. (There's negotiation and the GM gets to veto it if it doesn't make sense like any other mechanic, but that's not relying on a conditional acceptance.)
$endgroup$
– doppelgreener♦
36 mins ago
add a comment |
$begingroup$
When the hurting stops, the conflict stops.
Sounds like starting a chase contest to me! This is a completely fine thing to do if you don't have to have total narrative control of your opponents to get what you want, which in this case I'm assuming is just "get away":
Transitioning to a Contest or Challenge
You may find yourself in a conflict scene where the participants are no longer interested in or willing to harm one another, because of some change in the circumstances. If that happens, and there’s still more to resolve, you can transition straight into a contest or challenge as you need. In that case, hold off on awarding the end-of-conflict fate points and whatnot until you’ve also resolved the contest or challenge.
In an earlier example, Cynere managed to get a vault door open so the three PCs could escape an endless horde of temple guardians. They all decide to run and try to lose them.
Now, the guardians and the PCs have mutually opposing goals but can’t harm one another, so now it’s a contest. Instead of running the next exchange, Amanda just starts setting up for the chase.
Fate SRD, Conflicts
Assuming you're alone, you can break and run from combat at any time circumstances would permit. You can probably even keep the "trip and fall" boost as a penalty to the guards' first action in the chase contest, assuming they're interested in pursuing you.
Now there's just the problem of deciding stakes for the contest. "You get away clean" vs "they capture you" or "they corner you and you have to fight", maybe? Anyway, once you hash that out, you can do a quick race to 3.
$endgroup$
add a comment |
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2 Answers
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active
oldest
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2 Answers
2
active
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$begingroup$
Technically, this is conceding the conflict. If the opposition (the GM) accepts it, then the conflict ends on the player's terms. If they (you?) don't accept, then the conflict continues. Now the PC must defeat the opposition by taking them out.
The trick here is realising that taking someone out does not mean murdering or beating the crap out of them. It means somehow rendering them unable to take part in the conflict. When someone's trying to run away, this may well mean that the taken out pursuer (the guard in your example) loses track of the quarry (the rogue).
Frame the action properly and it will make more sense. The objective of the rogue is to get the f* out of there. The objective of the guards is not to let the rogue do that.
The "attack" of the rogue doesn't involve hurting the guards. The rogue "attacks" the objective of the guards by running away with Athletics. The guards may try to "defend" their objective of not letting the rogue get away by giving chase with Athletics, or pinning them down with Shoot etc. What's being attacked or defended isn't bodies, but objectives in the conflict.
If the guards are taken out, they eat dust and return empty handed. If the rogue is taken out, then she is cornered with nowhere to run.
$endgroup$
$begingroup$
I haven't gotten the impression the opposition needs to accept the concession; the Fate Core section on conceding mentions accept nowhere. You just do it, then work out how it'll unfold. I'm not sure if that's a holdover from previous editions of Fate, but it sounds like your first paragraph should be updated to reconcile with Fate Core concessions. (There's negotiation and the GM gets to veto it if it doesn't make sense like any other mechanic, but that's not relying on a conditional acceptance.)
$endgroup$
– doppelgreener♦
36 mins ago
add a comment |
$begingroup$
Technically, this is conceding the conflict. If the opposition (the GM) accepts it, then the conflict ends on the player's terms. If they (you?) don't accept, then the conflict continues. Now the PC must defeat the opposition by taking them out.
The trick here is realising that taking someone out does not mean murdering or beating the crap out of them. It means somehow rendering them unable to take part in the conflict. When someone's trying to run away, this may well mean that the taken out pursuer (the guard in your example) loses track of the quarry (the rogue).
Frame the action properly and it will make more sense. The objective of the rogue is to get the f* out of there. The objective of the guards is not to let the rogue do that.
The "attack" of the rogue doesn't involve hurting the guards. The rogue "attacks" the objective of the guards by running away with Athletics. The guards may try to "defend" their objective of not letting the rogue get away by giving chase with Athletics, or pinning them down with Shoot etc. What's being attacked or defended isn't bodies, but objectives in the conflict.
If the guards are taken out, they eat dust and return empty handed. If the rogue is taken out, then she is cornered with nowhere to run.
$endgroup$
$begingroup$
I haven't gotten the impression the opposition needs to accept the concession; the Fate Core section on conceding mentions accept nowhere. You just do it, then work out how it'll unfold. I'm not sure if that's a holdover from previous editions of Fate, but it sounds like your first paragraph should be updated to reconcile with Fate Core concessions. (There's negotiation and the GM gets to veto it if it doesn't make sense like any other mechanic, but that's not relying on a conditional acceptance.)
$endgroup$
– doppelgreener♦
36 mins ago
add a comment |
$begingroup$
Technically, this is conceding the conflict. If the opposition (the GM) accepts it, then the conflict ends on the player's terms. If they (you?) don't accept, then the conflict continues. Now the PC must defeat the opposition by taking them out.
The trick here is realising that taking someone out does not mean murdering or beating the crap out of them. It means somehow rendering them unable to take part in the conflict. When someone's trying to run away, this may well mean that the taken out pursuer (the guard in your example) loses track of the quarry (the rogue).
Frame the action properly and it will make more sense. The objective of the rogue is to get the f* out of there. The objective of the guards is not to let the rogue do that.
The "attack" of the rogue doesn't involve hurting the guards. The rogue "attacks" the objective of the guards by running away with Athletics. The guards may try to "defend" their objective of not letting the rogue get away by giving chase with Athletics, or pinning them down with Shoot etc. What's being attacked or defended isn't bodies, but objectives in the conflict.
If the guards are taken out, they eat dust and return empty handed. If the rogue is taken out, then she is cornered with nowhere to run.
$endgroup$
Technically, this is conceding the conflict. If the opposition (the GM) accepts it, then the conflict ends on the player's terms. If they (you?) don't accept, then the conflict continues. Now the PC must defeat the opposition by taking them out.
The trick here is realising that taking someone out does not mean murdering or beating the crap out of them. It means somehow rendering them unable to take part in the conflict. When someone's trying to run away, this may well mean that the taken out pursuer (the guard in your example) loses track of the quarry (the rogue).
Frame the action properly and it will make more sense. The objective of the rogue is to get the f* out of there. The objective of the guards is not to let the rogue do that.
The "attack" of the rogue doesn't involve hurting the guards. The rogue "attacks" the objective of the guards by running away with Athletics. The guards may try to "defend" their objective of not letting the rogue get away by giving chase with Athletics, or pinning them down with Shoot etc. What's being attacked or defended isn't bodies, but objectives in the conflict.
If the guards are taken out, they eat dust and return empty handed. If the rogue is taken out, then she is cornered with nowhere to run.
answered 47 mins ago
edgerunneredgerunner
15.1k13980
15.1k13980
$begingroup$
I haven't gotten the impression the opposition needs to accept the concession; the Fate Core section on conceding mentions accept nowhere. You just do it, then work out how it'll unfold. I'm not sure if that's a holdover from previous editions of Fate, but it sounds like your first paragraph should be updated to reconcile with Fate Core concessions. (There's negotiation and the GM gets to veto it if it doesn't make sense like any other mechanic, but that's not relying on a conditional acceptance.)
$endgroup$
– doppelgreener♦
36 mins ago
add a comment |
$begingroup$
I haven't gotten the impression the opposition needs to accept the concession; the Fate Core section on conceding mentions accept nowhere. You just do it, then work out how it'll unfold. I'm not sure if that's a holdover from previous editions of Fate, but it sounds like your first paragraph should be updated to reconcile with Fate Core concessions. (There's negotiation and the GM gets to veto it if it doesn't make sense like any other mechanic, but that's not relying on a conditional acceptance.)
$endgroup$
– doppelgreener♦
36 mins ago
$begingroup$
I haven't gotten the impression the opposition needs to accept the concession; the Fate Core section on conceding mentions accept nowhere. You just do it, then work out how it'll unfold. I'm not sure if that's a holdover from previous editions of Fate, but it sounds like your first paragraph should be updated to reconcile with Fate Core concessions. (There's negotiation and the GM gets to veto it if it doesn't make sense like any other mechanic, but that's not relying on a conditional acceptance.)
$endgroup$
– doppelgreener♦
36 mins ago
$begingroup$
I haven't gotten the impression the opposition needs to accept the concession; the Fate Core section on conceding mentions accept nowhere. You just do it, then work out how it'll unfold. I'm not sure if that's a holdover from previous editions of Fate, but it sounds like your first paragraph should be updated to reconcile with Fate Core concessions. (There's negotiation and the GM gets to veto it if it doesn't make sense like any other mechanic, but that's not relying on a conditional acceptance.)
$endgroup$
– doppelgreener♦
36 mins ago
add a comment |
$begingroup$
When the hurting stops, the conflict stops.
Sounds like starting a chase contest to me! This is a completely fine thing to do if you don't have to have total narrative control of your opponents to get what you want, which in this case I'm assuming is just "get away":
Transitioning to a Contest or Challenge
You may find yourself in a conflict scene where the participants are no longer interested in or willing to harm one another, because of some change in the circumstances. If that happens, and there’s still more to resolve, you can transition straight into a contest or challenge as you need. In that case, hold off on awarding the end-of-conflict fate points and whatnot until you’ve also resolved the contest or challenge.
In an earlier example, Cynere managed to get a vault door open so the three PCs could escape an endless horde of temple guardians. They all decide to run and try to lose them.
Now, the guardians and the PCs have mutually opposing goals but can’t harm one another, so now it’s a contest. Instead of running the next exchange, Amanda just starts setting up for the chase.
Fate SRD, Conflicts
Assuming you're alone, you can break and run from combat at any time circumstances would permit. You can probably even keep the "trip and fall" boost as a penalty to the guards' first action in the chase contest, assuming they're interested in pursuing you.
Now there's just the problem of deciding stakes for the contest. "You get away clean" vs "they capture you" or "they corner you and you have to fight", maybe? Anyway, once you hash that out, you can do a quick race to 3.
$endgroup$
add a comment |
$begingroup$
When the hurting stops, the conflict stops.
Sounds like starting a chase contest to me! This is a completely fine thing to do if you don't have to have total narrative control of your opponents to get what you want, which in this case I'm assuming is just "get away":
Transitioning to a Contest or Challenge
You may find yourself in a conflict scene where the participants are no longer interested in or willing to harm one another, because of some change in the circumstances. If that happens, and there’s still more to resolve, you can transition straight into a contest or challenge as you need. In that case, hold off on awarding the end-of-conflict fate points and whatnot until you’ve also resolved the contest or challenge.
In an earlier example, Cynere managed to get a vault door open so the three PCs could escape an endless horde of temple guardians. They all decide to run and try to lose them.
Now, the guardians and the PCs have mutually opposing goals but can’t harm one another, so now it’s a contest. Instead of running the next exchange, Amanda just starts setting up for the chase.
Fate SRD, Conflicts
Assuming you're alone, you can break and run from combat at any time circumstances would permit. You can probably even keep the "trip and fall" boost as a penalty to the guards' first action in the chase contest, assuming they're interested in pursuing you.
Now there's just the problem of deciding stakes for the contest. "You get away clean" vs "they capture you" or "they corner you and you have to fight", maybe? Anyway, once you hash that out, you can do a quick race to 3.
$endgroup$
add a comment |
$begingroup$
When the hurting stops, the conflict stops.
Sounds like starting a chase contest to me! This is a completely fine thing to do if you don't have to have total narrative control of your opponents to get what you want, which in this case I'm assuming is just "get away":
Transitioning to a Contest or Challenge
You may find yourself in a conflict scene where the participants are no longer interested in or willing to harm one another, because of some change in the circumstances. If that happens, and there’s still more to resolve, you can transition straight into a contest or challenge as you need. In that case, hold off on awarding the end-of-conflict fate points and whatnot until you’ve also resolved the contest or challenge.
In an earlier example, Cynere managed to get a vault door open so the three PCs could escape an endless horde of temple guardians. They all decide to run and try to lose them.
Now, the guardians and the PCs have mutually opposing goals but can’t harm one another, so now it’s a contest. Instead of running the next exchange, Amanda just starts setting up for the chase.
Fate SRD, Conflicts
Assuming you're alone, you can break and run from combat at any time circumstances would permit. You can probably even keep the "trip and fall" boost as a penalty to the guards' first action in the chase contest, assuming they're interested in pursuing you.
Now there's just the problem of deciding stakes for the contest. "You get away clean" vs "they capture you" or "they corner you and you have to fight", maybe? Anyway, once you hash that out, you can do a quick race to 3.
$endgroup$
When the hurting stops, the conflict stops.
Sounds like starting a chase contest to me! This is a completely fine thing to do if you don't have to have total narrative control of your opponents to get what you want, which in this case I'm assuming is just "get away":
Transitioning to a Contest or Challenge
You may find yourself in a conflict scene where the participants are no longer interested in or willing to harm one another, because of some change in the circumstances. If that happens, and there’s still more to resolve, you can transition straight into a contest or challenge as you need. In that case, hold off on awarding the end-of-conflict fate points and whatnot until you’ve also resolved the contest or challenge.
In an earlier example, Cynere managed to get a vault door open so the three PCs could escape an endless horde of temple guardians. They all decide to run and try to lose them.
Now, the guardians and the PCs have mutually opposing goals but can’t harm one another, so now it’s a contest. Instead of running the next exchange, Amanda just starts setting up for the chase.
Fate SRD, Conflicts
Assuming you're alone, you can break and run from combat at any time circumstances would permit. You can probably even keep the "trip and fall" boost as a penalty to the guards' first action in the chase contest, assuming they're interested in pursuing you.
Now there's just the problem of deciding stakes for the contest. "You get away clean" vs "they capture you" or "they corner you and you have to fight", maybe? Anyway, once you hash that out, you can do a quick race to 3.
answered 19 mins ago
GlaziusGlazius
13.9k22475
13.9k22475
add a comment |
add a comment |
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