
Hello Everyone, Paladintodd brought up available One-Shots in his Prepped One Shots / Intros thread: Paladintodd said: Seems like we have a steady trickle of players showing up, but nothing much ever seems to happen with it. I'd probably be willing to run some one shots, but I'm just too lazy to do the prep. Maybe some other people are in the same boat? Are there some good, published one shots for Fate? Convention scenarios? Intro adventures? Etc? Would it be helpful to have those setup as a game ready to go and then anyone that wants to run it can be made a GM and do it? Even though I'm super busy on gaming at the moment (running a Savage Worlds 50 Fathoms game and a Good Society game), I hope to run some Fate soon (if my Want To Run list is any indication) and I want Fate Corps to be a success! So that got me thinking "What could Fate Corps do to help this situation?" And I came up with a solution: Community Generated Fate One-Shots! Here's the FAQ: Q. What are One-Shots? A. One-Shots are short adventures that contain the bare bones of an adventure that a bunch of people can grab and go with. The Fate Codex and a few other sites have a articles on One-Shots and short games. Here are just a few: Cooking Up a Fate One-Shot (Codex Vol 1 Issue 5) Two Hour Fate (Codex Vol 2 Issue 1) How to Run a Great Fate One-Shot (Burn After Running blog) Both prospective GMs and Players should read these articles because the mindset of a One-Shot is different from a campaign. Q. What format should these One-Shots take? A. These One-Shots should have enough information so that both the GM and Player have the bare-bones of the situation, so they can jump right in and play. This might include setting information, opponents, and situations. One-Shots should have a goal, even a vague one, otherwise, the focus will be off. The key thing to realize is that One-Shots are between 2 and 4 hours long, so with 4-5 Players and 1 GM there's going to be a short character generation period before play, then in play, a few situations that occur, a fight or two, and some time for investigation. Before you know it, that time is done. So the format has to have a few situations that the PCs to get into. Suggestion: Don't let scenes drag, end them and go to the next scene. I'll present a format that I've used below and some example One-Shots that I came up with. Q. What version of Fate should these One-Shots use? A. For simplicity, assume Fate Accelerated Edition (FAE) is the version used. Experienced Fate GMs should have little trouble converting the One-Shot to their preferred version. Q. I've never played Fate but I want to GM a Fate One-Shot, what should I do? A. Go for it! Seriously, just do it. Be willing to step out on that limb. There are lots of resources available to run your first Fate game. If you are experienced in GMing for other game systems, there may be some difficulties (just being honest) but perseverance and learning new things are good for you. If you have nevery GMed before, there's a lot to learn, but, again, perseverance and learning new things are good for you. Whatever your experience GMing, I find that admitting to your players from the get-go that "This is my first Fate gamemastering, so please be kind" can help quite a bit. Also, it's important to realize that you can't be expert right out the gate. Accept that you'll make mistakes, it's going to happen, so the only thing to do is to embrace and learn from them. Give yourself permission to make mistakes. Heck, I give you permission to make mistakes, and I know what I'm talking about (somewhat, er, maybe, sometimes) because I have made a lot of mistakes GMing, Fate as well as other games. And don't beat yourself up. Just shake yourself off and get back on that horse. Some excellent resources to learn how to play Fate and GM Fate are here (although I think you can find more): [Fate Core Tutorial - sorta] Wherein *I* teach *you* how to play Fate (forum.rpg.net) Learning to Play Fate/Learning to GM Fate (Fate Corps - my syllabus when I had the opportunity to run this One-Shot, lots of useful links) Fate System Reference Document (SRD) Compilation of Fate RPG Posts (Randy Oest blog) I'm sure you can find more. Q. I've never played Fate but I want to play in a Fate One-Shot, what should I do? A. See question above. Take the plunge and GM! Q. Hey! You're showing prospective Players what the One-Shot Adventure is! They'll know what's happening! Why would you do that? A. Yeah, I did, didn't I? Hmmm, well, GMs, feel free to make any changes you want. Format: A simple format that breaks a One-Shot into a title, three adventure sections and NPC notes. (Title): A Get Ready, Get Set, Go! Fate Accelarated Edition One-Shot adventure set in (Campaign Setting) Fill out the title and what, if any, campaign setting you're using or just made up. Get Ready: A short situation description. It's your elevator pitch opportunity to tell us about your adventure. Setting information, include a selection of the Setting Big Issues and ideas on FAE Character Creation . Get Set: Add more information here, including why the PCs are involved, more details on the situation, and some starting NPCs and why they are doing what they're doing. Go!: Here's where the PCs are getting into the meat of the problem. Include twists, turns and additional complications to the situation. Notable NPCs: Provide a detailed, yet short, FAE NPC stat block . Include any special abilities as well as any notes for further play if the One-Shot turns into a continuing campaign (hey, it's happened before). One-Shot #1: About a Boy About a Boy : A Get Ready, Get Set, Go! Fate Accelarated Edition One-Shot adventure set in a Space-Cowboy setting Get Ready: While the PCs are at a rural farm on a Border or Rim world, perhaps Whiterise or Lilly, a traumatized boy stumbles through the fields, clutching a Liberation Hammer, which most characters will recognize as a Rebelde officer's pistol. The boy is covered in blood and because of his horrible experience is unable to talk. The farmer tells the PCs that the boy, a Richard Westfield, lives about a couple hours walk away to the West. Is a raiding party of Space Barbarians nearby? Space-Cowboy is a setting where you mix Futuristic Space with Cowboys. There's a lot of trouble in the Future Space, recently there was a Space War between folks who wanted to control things (Federales) and others who just wanted to be left alone (Rebeldes). There's wild Space Barbarians ready to descend on people to kill and eat them. Spaceships ply the space lanes, technology has advanced to have spaceships but people still starve, and there's lots of crime and corruption in the spaces between the government and civilized society, where there's still room for naughty men to slip about.... Current Space-Cowboy Aspects are: "Fallout from the Recent Space War," and "Lots of Crime-ing Going On" Impending Aspects are: "Probably Gonna Be Another War, Soonish" GMs, keep Character Generation short. Make sure everyone has a High Concept and Trouble and one Stunt using the FAE format. Have them pick which Approaches get the +3, two +2, two +1 and +0 and go. Work longer on the Aspects than on the other stuff. Get those good. Take a one-word Aspect and add stuff to it, e.g. a Trouble like "hunted" could be something more interesting like "I shot my brother in cold blood and now I'm hunted by my brother's fiance." For Players, not every PC has to be a Cowboy but a few probably should be on the rough side. Possible archetypes could include Space Cowboy, Devil-May-Care Pilot, Hunted Medic, Untrustworthy Mercenary, Preacher with a Secret, Sweet Engineer, etc. Get Set: The PCs could have any reason to be at the farm: visiting an old friend, stopping to trade some farm implements or out on a day jaunt from a nearby town. Whether they have their ship with them is up to them but should be worked out before the boy shows up. The farmer, a Frank Eastfield, is friendly and invites the PCs for drinks and food, showing good hospitality. His farm is well run, with a large family and several farm hands working it. When the boy shows up, Frank is noticeably concerned. If Space Barbarians are raiding, his family is in danger. He's also worried about the fate of the Westfields, as they are good neighbors and his family is close to them (their grandfathers settled the area together, with one family taking the Westfield name and the other the Eastfield name based on where their fields were from each other). Figuring the PCs might help out, Frank has got nothing to offer them but food and shelter (plus eternal friendship). Also, the boy has the Liberation Hammer pistol which he'll offer to the PCs. He'll keep the boy with him if the PCs don't insist on taking him back to the Westfield farm. Frank will give directions but if pressed will accompany the PCs only part of the way to make sure they get there. Note: Compels against PCs Troubles would be appropriate here, depending on whether the Trouble involves helping those in need. Players have a variety of ways to get there: on foot, horseback (if they have horses or borrow horses from Frank), by mechanical ground vehicle aka a "mule", shuttle or ship. Most will realize that the last few will make a hellava lot of noise, not the best course of action for dealing with Space Barbarians. Players thinking of running should be reminded that Space Barbarians have a tendency to chase, so simply jumping into your spaceship and flying away might not be the best idea without more intel, especially since the Space Barbarians' ship will probably catch them on a scan. As the PCs leave the farm, people are running around, getting supplies in and arming themselves. A young boy on a pony rides out to warn other farms. Go!: The trip to the Westfield farm is picturesque, no matter what time of year it is. Along the way, the PCs will encounter a wild boar, a block across their path and find an old Federale escape pod. The boar will attack without warning and should be an easy encounter for the PCs. If they hang up the carcass after killing it, they can fetch it back to the farm after the adventure and Frank will pay them a good price for it. The block is a damaged bridge over a fissure in the earth that Frank failed to mention. Getting across on foot is easier than riding horses or a mechanical ground vehicle but avoiding it means adding time to the trip. Falling into the fissure will hurt! The Federale escape pod is right next to a large stone. The pod is empty and not worth much except for scrap. The stone has some words carved on it "Lt. Michael Chase" and a Federale soldier serial number. A close examination will find human bones partially buried in the dirt. It's obvious that this Federale soldier survived the fall from space but died soon after. Most PCs know that there are still many soldiers missing from the Space War, on both sides. Recovering the body and turning it over to the Federale would lead to a positive contact with the late Lieutenant's family, which could lead to further adventures. A cruel GM could have them run across some tracks on the path, prompting the PCs to decide whether to follow them (and get lost in the woods for a few hours) or continue with their mission to the farm. As the PCs approach the Westfield Farm, but before they see it, they hear someone chopping wood. Space Barbarians usually don't raid a place then stop to chop wood. Entering the clearing, they can see a rough-looking man with an axe, splitting a log. He spots them immediately and stops, staring at them suspiciously while still holding his axe. The farm looks completely normal, with smoke coming out of the chimney and cows making noise in the barn. If the boy Richard is with the PCs, the man will smile broadly and motion to them to come to the house. Otherwise, he'll call to them to "come get a drink and tell me the news." Once the PCs are close to the house, the true villains of the adventure emerge and attack them. There are multiple options who is the bad guys: It's not Space Barbarians but common thieves and bandits, lead by a tough guy named "Poison"! It's a government cover up and the true villains are government operatives who want to capture the boy for further exploitation! It's the boy's family but they've been experimented on by a crazy scientist Dr. Lawrence and his advanced AI Ferdinand! It's some other reason, that you can figure out.... Additional situations to throw into the mix if you have time: An old friend of one of the PCs is an opponent! The deep fissure contains a secret left over from the Space War! Add in a Hazard (like a Distant Sniper) or a Distraction (like someone trapped on the damaged bridge over the Deep Fissure) for the PCs to deal with during the trip to the farm, or throw in a Countdown (like a Ticking Time Bomb) at the end! The boar actually has a cybernetic eye that showed the bad guys who was coming towards them! Will the PCs notice it? A spaceship does a fly-over, pauses briefly during the big boss fight, as if deciding whether to intrude on the combat, but then flies off! The Federale escape pod has something important to one of the PCs (think Compels)! It was a set-up all along! Frank isn't who he says he is and shows up at the end with a pistol pointed at Richard (or one of the PCs)! Notable NPCs: Wild Boar: Wily Old Boar (Aspect); Skilled At (+4) Sneaking, (+2) Fightin' One-on-One and Against Multiple Opponents; Bad At (-2) Staying Calm, Loud Noises; Stress [ ] [ ] [ ]. Deep Fissure ( Block ): Great (+4) to cross on your own, Fantastic (+6) to get a horse or ground vehicle across; Weapon: 4 (if you fall in, be sure to add in any Shifts difference for failure as additional damage) "Poison" (Gang Leader): Cheats at Cards and Fights (Aspect); Skilled At (+4) Fighting, (+2) Intimidation; Bad At (-2) Standing up to Determined Opposition; Stress [ ] [ ] [ ]; 2 Fate Points Poison's Gang: Desperate Thieves (Aspect); Skilled At (+2) Ganging Up in Fights; Bad At (-2) Thinking Independently; Stress one [ ] per PC + 2 extra [ ]. For every [ ] filled, one Gang member is taken out. Government Operatives: Best Equipment Money Can Buy (Aspect); Skilled At (+4) Taking Prisoners, (+2) Intimidation; Bad At (-2) Unexpected Situations; Stress one [ ] per PC + 2 extra [ ]. For every [ ] filled, one Operative is taken out; 2 Fate Points Dr. Lawrence: Genius Scientist (Aspect), Plans within strategies within plots within tactics within machinations within contrivances within plans (Aspect); Skilled At (+4) Having a Backup Plan, What's this Injection Do?, (+2) My AI will handle that; Bad At (-2) Not Gloating; Stess [ ] [ ] [ ]; 3 Fate Points Ferdinand the AI: Genius AI (Aspect); Skilled At (+5) Distractions; Bad At (-2) Dealing with Illogic; Stress [ ] [ ] [ ]; 2 Fate Points Richard's Family: Controlled by Ferdinand (Aspect); Skilled At (+2) Ganging Up in Fights; Bad At (-2) Thinking Independently; Stress one [ ] per PC. For every [ ] filled, one Family member is taken out