I have a FAE hack (Which I am calling FAE2) that has been eating my brain which I will almost certainly use next time I need to run FAE because it’s very simple to implement, requires minimal changes from any existing material, and it opens a number of doors that I want to see opened.
The hack is this: When you make a roll, rather than choosing an approach and rolling that, you pick two approaches and add them together, and use that. Mechanically, this means that the potential bonus has changed from 0–3 to 1–5, so it will require a small (+2ish) bump to any passive difficulties or simply statted enemies, but otherwise you can largely play as written.
So why do such a thing? I have many, many answers:
- Allows GM and player to each input into a challenge. The GM can say this is a Careful challenge, but the player can try to muscle through, and choose Forceful, and those are the two stats to use.
- 2 approaches means two possible causes for failure. This is a subtle but important point which is key to respecting player’s schticks. If a player is super sneaky, but they blow a roll, it sucks to say the problem was with their sneakiness. This offers an obvious alternative.
- Which approaches are chosen and how they combine offers an obvious area for mechanical hooks. Stunts which trigger a mechanical effect if two approaches are combined. Effects (fictional or mechanical) which force the choice on one side or another. Situations where you double down on a single stat. Switching up approaches to change the dynamic of a situation. Lots of possibilities.
- This allows for the addition of an additional character- or campaign-specific approach to cover something that is important to a specific campaign. The most obvious possibility is some form of magic, but it does not take much imagination to see the possibilities of things like status, resources, alignment or very nearly anything else. In straight Fae, adding an approach for specific situations means those situations are all about that approach. This means that those situations will be tempered by other elements on the character’s sheet, which I very much like.
- It also is an easy way to model games where there are things which not everyone can do, but which have differentiation among those who can do them (like, say, Avatar).
- The handling of the extra approach is also a robust and profound mechanical hook, especially since nothing demands that it be consistent. Actions might charge it up or run it down.
- I hate to even say it, but I suppose I must. Spamming your best approach is the obvious abuse in Fae, and this mitigates it somewhat. It can outright counter it if the GM similarly just always picks the players worst approach, but that is an example of two wrongs trying to make a right but actually creating a pretty bad game for everyone else.
I fully get that for some people this might be an arbitrary or fiddly change, so I’m absolutely not suggest ing it as a blanket change. But the benefits seem so self-evident to me that there’s no way I can’t try it.
- Electric Boogaloo ↩
- Alternately, you could reduce all approaches by 1 (so the go from –1 to +2) and leave everything else as is. I have an instinct to not do this, but I cannot fully articulate why, especially since I can intellectually think of a lot of potential benefits to it – for example, it now might now becomes an interesting compel option for the GM to compel you to use an aspect (at –2) rather than an approach, because the door has opened to negative approaches. Dunno. It’s apart I need to think about some more. ↩