One of the most engaging parts of the FATE game system for PLAYERS is the fact that the MECHANICS support the players in taking charge of the narration in small ways. This post provides guidance for players to be able to do that in your Everway game.
Since I don't have access to Fortune Deck images, I will use one of Chad Davidson's RPG Inspiration Cards as an example of a tarot-like card.
If you want to see the image in greater detail, just click on it.
|C. 2012 Chad Davidson and Obsidian Serpent Games|
I'll also be referring to the Tarot card below:
Players can take charge of the narration in small ways by making DECLARATIONS. A declaration is a small change in a scene or situation that is declared by a player. Examples inspired by the card above might include:
- I smell tobacco here - just the kind we're looking for
- There's music and dancing - the crowd is happy and distracted
- I know that dancer - and she's a friend
- It's easy to get lost in this crowd
- The revelers ask us to join them.
There are two ways to make a Declaration:
METHOD ONE: Once per session, a player may declare something to be true in a scene that relates in some way to one of the player character's three inherent qualities that are represented by tarot-like cards. Declarations should add detail and interest to a scene rather than directly contradict or work against it. So, for example, if one of the player character's inherent qualities was the Tarot Major Arcana "The Fool", the player could use a Declaration to insert details into a scene such as:Declarations usually introduce some element to a scene that can be exploited by the players. While GMs have veto power over all Declarations, GMs should exercise this power with discretion and say "Yes!" to Declarations whenever possible. If the GM accepts the Declaration, then the player pays the GM a BEAD.
- There is a precipice ahead
- Hey, there's a traveler I know
- That person is acting recklessly
- My target is distracted
METHOD TWO: At any time, a player may make a Declaration by drawing a card from the tarot-like deck that the GM uses to determine the nature, details, or fate of an action, encounter, or scene. Even if the GM has already drawn a card and interpreted it to draw out the details of a situation or determine the outcome of an action or scene, when a player makes a Declaration in this way, they pull the card from the deck and they interpret its significance for the current situation, action, or scene. The player's card draw and interpretation supersedes the GM's. Again, the GM has veto power but should exercise their veto power sparingly. Again, if the GM accepts the Declaration, then the player pays the GM a BEAD.
More to come!