A downloadable Fate Toolkit

This toolkit provides a framework for running mysteries in Fate CoreFate Accelerated, or Fate Condensed. It is an adaptation of the rules for clues and theorizing from Brindlewood Bay, with many details changed to mesh better with Fate's system.

Made in response to @diwataMANILA's TTRPG #promptober.

This toolkit is © 2022 by Trystan Goetze. It is released under a CC-BY 4.0 International licence (https://creativecommons.org/licenses/by/4.0/). Thanks to Kat, Ink, and Matt for playtesting. This work is based on Brindlewood Bay, a creation of Jason Cordova and Gauntlet Publishing. This publication is not affiliated with Jason Cordova or Gauntlet Publishing. This work is based on Fate Core System, Fate Accelerated Edition, and Fate Condensed (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/). Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission. Derivative works must attribute the author of this toolkit and include the licence text for Brindlewood Bay and Fate.

Download

Download
Fate_Toolkit_Solving_a_Mystery.pdf 145 kB
Download
Fate_Toolkit_Solving_a_Mystery_SimpleText.pdf 48 kB

Comments

Log in with itch.io to leave a comment.

Not a bad way to run random/generated mysteries which you don't actually solve. It's up to the dice. For ones you do solve there's a method called improvisational mysteries.

I’ve heard this critique of the experience of the Carved from Brindlewood approach to mysteries before. I think it’s right insofar as there are limitations to Brindlewood mysteries that Felipe Real’s improvisational mysteries approach does better with—in particular, there’s a lot of prep work Brindlewood requires that improv mysteries don’t need, and the loss of momentum on a failed Theorize roll in Brindlewood can be difficult to manage.

However, I also think it’s incorrect to characterize the Brindlewood framework as “a mystery that you don’t solve; it’s up to the dice.” In fact, in neither improv mysteries nor in Brindlewood do you, the player, solve a mystery. In both, you make up a plausible solution as you improvisationally tell a story about characters solving a mystery. In both, the characters solve a mystery while the players tell a story about the investigation. The solutions are all in-fiction, and not at all at the meta level.

The difference between these frameworks is that it’s impossible to be wrong in improv mysteries. This has advantages—there’s no sudden loss of momentum if a failed solution isn’t handled properly, since the solution can’t fail. But it’s also got disadvantages—there’s no formal opportunity to throw a major twist or complication into the mystery just as it seemed like a solution was in view.

I think both are good ways to handle mysteries in games but they each have their own quirks. I just also think it’s a mistake to describe Brindlewood mysteries as merely “up to the dice.”

in neither improv mysteries nor in Brindlewood do you, the player, solve a mystery.

That's not quite right. In improv mysteries you can have twists (which is encouraged), and the players can indeed solve the mystery. The GM ensures that a solution is possible, and the players solve it. It's possible to be wrong while the mystery remains unsolved and they still need to ask the right questions, plus the players are likely to come up with twists themselves. There's also the matter of what it costs to solve. The GM can keep it unsolved until a resolution would be satisfying, or they've ruled out other possibilities. You could run it as you describe, but it supports actual mystery solving by the players too. My characterization may have been harsh, but there's also room for both approaches as you said.