It has been requested that I write an example adventure using the adventure fractal system I devised earlier this week. Before I begin, however, I need to detail an additional change that was suggested to me by Chris Huff of the Google+ Fate Core community.
High Concept and Trouble Aspects
When you choose a goal for your adventure, create an aspect to represent that goal. You can call it the adventure’s high concept, or simply the adventure aspect (I’m not sure high concept works entirely well for this as a term, but as players of Fate, we all understand the mechanical connotations, and that should be enough for now).
Also, to keep tension in the scene, create a trouble aspect. This should represent the danger/death that’s overhanging in the adventure (if there’s no chance of physical, psychological or professional death at all times, there is no tension = boring game). This should be tied to your inciting incident, that bit in the goal section that talks about making the goal inevitable. The trouble is what happens if the PCs ignore the adventure, and also what will step in from time to time and remind them why what they’re doing matters.
A Sample Adventure!
For this, I’ll use my previous example, since the fiction is already in my head.
Raiding the Temple of Narem-Sha
Goal: Narem-Sha’s Tomb Has Ancient and Powerful Magic
The PCs need this magic to overthrow (major campaign threat).
Death Overhanging: Narem-Sha’s Tomb is Cursed (Whenever a PC fails a roll by 3 or more, create an advantage on them representing how the curse affects them.)
Obstacle Aspect: Odd and Cryptic Villagers(+2 Interaction to defend against Rapport)
Environment Aspect: Old and Secluded Town
Gaining Entry to the Tomb and Exploring
Obstacle Aspect: Techno-Magi Lock (Lock breaker gets a curse advantage – see Death Overhanging, above)
Environment Aspect: Dark and Dangerous
Fighting Past Tomb Defenders
Obstacle Aspect: Animated Skeleton Horde (You can use Combat to attack the entire zone); Undead (+2 to create Fear advantages with Interaction; Skeletons are immune to social actions)
Environment Aspect: Broken Sarcophagi Litter Chamber Floor
Pilfering the Tomb
Obstacle Aspect: The Powerful Lich Lord, Narem-Sha! (Once per scene, you can summon a group of animated skeletons [above]); Undead (+2 to create Fear advantages with Interaction); Ancient Sorcerer (+2 Combat when using magic to attack or create advantages)
Environment Aspect: Dust-Covered Treasure Everywhere
Skills (NPC Apex = +4)
- Hard (+6): Exploration
- Average (+4): Combat, Lore
- Easy (+2): Interaction
- Stress: 3 (+ Bonus)
- Consequences: Mild, Moderate, Severe
It made sense to put all of the scene information in the same place. Thus, the obstacle aspects have the stunts listed with them (and I added one to the Death Overhanging [trouble] aspect, because it felt right to give that one a little bit of a reliable mechanical effect). This is not the only way to do it. It is certainly possible to give the environment aspect a stunt, list the stunt effects separately, or anything else that makes sense. I did it this way to save space, and because it made the most sense at the time.
This took me about half an hour, so a little longer than I originally anticipated, but I also spent time formatting the text for the post, so that might bring it back to the 20 minutes I quoted before. I’ll have to try another one longhand.