Using the Answers / Fate Duo in XOver | World Anvil
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Using the Answers / Fate Duo

The answers to these questions are meant to solicit possible courses of action which have, in some part, been randomly determined.  

Generated Aspect

The Yes/No result along with any surprises should generate one or more aspects which helps to satisfy the question asked of the Oracle and perhaps ties into the adventure in some significant way. We started with the question Is it dangerous for the PCs to sleep outside at night? Our answer of Yes + has yielded the following aspect: Strange mists which makes people reluctant to sleep outside at night with one free invoke.  

Metagaming Fate Duo

Fate Duo requires a bit of metagaming, as the players will gain information at the rate of determination, but the characters must move at the speed of logical discernment. A couple of possibilities occur. Let's continue the example with the character who has asked Is the mist natural?  

Compartmentalized Discovery

Since there are two possible results, the players determine who will take the Yes answer and the other the No. They write a brief aspect corresponding to their answer before the roll on the table, and reveal their answer upon the appropriate result.   The player who was proposing for the Yes may have written the aspect The Mist comes from poisonous plants around the city. The No player may have written The Mist comes from a dead cleric's curse. Dice are rolled, the Oracle consulted and the it comes back with No - -.   Let's stay with the No result and now the players know that a curse has caused these mists, however, the characters do not. Either of the storytellers may offer a method of resolution. An Investigation roll may suffice, or it may be treated as a Challenge. Perhaps one of the players suggests that someone sees them snooping around and wants to beat them to the punch: a Contest ensues.  

Player Initiative

Players are also encouraged to build into the story by declaring a story detail for a Fate Point. The advantage here is that the player can drive the story along advantageously (whereas with the compel, there's no guarantee of such). Remember that such details still need to be supported by the character's elements (such as an aspect or a representative high skill level).   A player can also spend a Fate Point here to choose the alternate result OR to combine the results.   Well narrated event results can and should modify the outcome! This is Fate, and the characters are larger than life!  

Cascading Results

With these modified Event Seed aspects, the players can supply details which propels the adventure along. Self-compelled aspects are highly encouraged.   Continuing our example: perhaps one of the characters who is Easily infatuated and addicted becomes addicted to the visions they have from contact with the mist (via self compel). Or - possibly and - maybe one of them decides to investigate the cause of the mists. The key is to propel the adventure forward and funward! Generate one or more new Yes/No question(s) based on their discoveries and results.   Let's use the guy who self-compels an addiction to the mist. Some possible questions for the Oracle are:
  • Can I carry some of the mist with me?
  • Has it affected others in this way?
  • Is the mist natural?
  As you can see, this can quickly generate a logical bunny trail with many interesting possibilities, all from a random encounter and couple of answered binary questions.   This brings us to the last thing needed to explore Fate Duo: NPCs and Obstacles.


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