Since I’m watching a game at Dreamation, I’ll take the opportunity to share some half-formed ideas.
I am pondering what happens with a smaller dice set in Fate. Specifically, I am pondering reducing the roll to 2df, with the dice having specific meanings – one die will be the character and how well he performs and the other will be the world, the way the situation goes. The dice will be different colors, of course, so their influence on the narrative will be quite obvious.
This thinking came out of some thoughts about taking Fate diceless, something that’s pretty easy to do if you are already comfortable with diceless play, but which introduces some challenges if you don’t. The smaller dice spread moves some of the priority back to skills/approaches and aspects, but there’s also a bit of a shift in what the dice mean in this regard.
See, I am intrigued by the idea of the dice being separated from the ladder. That is, a –2 on the dice could mean things went pretty badly but the outcome is still based on the core value comparison. There are some problems with this – flat diceless resolution produces a bit too much predictability when using the Fate spread, and that can be pretty unsatisfying. This could be addressed by allowing aspects to be applied to resolution OR the roll as two separate things, but that is probably a bit too fiddly.
I’m also pondering another random thought too – what happens if you move Fate resolution downstream, and make aspects situation changers? That is, in a conflicted roll, suppose that no aspects are applied before the roll, and the roll stands in fiction, but does not yet have any consequence except in description – no stress is inflicted, no aspects are created, but the flow of action is considered to still be in flux. When I use an aspect, that is me taking an action that corresponds with the aspect (parrying, diving out of the way, counterattacking and so on). When both sides are done invoking aspects, then that’s the end of the conflict, resolved according to the final array of outcomes.
There’s an immediate problem with this in that it breaks down in multi-character scenes, but I think that’s addressable. In a duel situation, my fear would be that it would be too predictable, so I’d be inclined to make it all rerolls instead of bonuses, but that might be too fiddly.
I feel like there’s a space of play that both of these ideas touch upon, and I don’t yet have a firm grip on it, but this is how I circle in on these things.