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1

I read somewhere about the idea that early fails can result in serious injuries or the like. This will make the injured person a burden for the group, forcing the player to do double the amount of pulls required. In effect the group has to choose to leave the person behind ("she is slowing us down and will be the death of us, let the beasts have her") or ...


1

It's not hard to make lethal Fate games. It doesn't even really take any system modifications. Use Tough Opponents If your opponents aren't a capable threat to the PCs, you won't see death. If their numbers don't stack up, it's unlikely that they'll pose a credible threat. So make enemies with high skills and good stunts. Give your unnamed NPCs fairly ...


3

The key line is "Spending one Fate Point allows for one of the following:... Re-roll a failed test once. The results of the re-roll are final." This means he cannot spend the fate point to re-roll on the Psychic Phenomena or Perils of the Warp tables. Those are not tests but effects rolls. He can however re-roll doubles on a Focus Power Test to avoid having ...


0

I'm not entirely sure what happened here. PCs are in combat, they assassinate some dude Roll for initiative All PCs but one use their initiative to escape, Guards use their initiative to burst into the room Roll for initiative Guards get to go first, kill the PC If that is what happened, fine. PC deserved it. From the way you described it though, the ...


0

With 24 crossbows trained on him, that initiative roll in effect was a save against death. It's always harsh to announce "a lethal threat has arrived: if you miss your roll you're dead". But if that's the tone of the game he agreed to play, and especially if they had opportunities to anticipate and evade the threat before it got so close to being lethal, ...


1

I'm actually going to take an opposing stance compared to most other answers and say that you should have given the player a chance to flee. Here is my reasoning for it: Initiative and turn order are a way to abstract the story using mechanics. Obviously, nobody thinks that everyone stands still and waits for whoever is currently up in the initiative to ...


7

Given your answers in the comments, then I see your actions as more than fair... Your players did not take the Opportunity to scout/recon the area -- though they had the opportunity. You gave them time to 'notice' that there was a response to their assassination action -- the fact that they took too long to decide to escape wasn't your fault. That the ...


21

As the GM, you have the burden of considering the game, not just the moment. Believing you don't have a choice, as indicated by saying: "...I only did what any city guard would have done given the situation." smacks of "My Guy" syndrome, and is something you need to watch out for, since you're responsible for a lot of "guys". As GM's, we all develop ...


32

In an "anything is possible" game, this is fair. In this kind of game, it is necessary for players to actually, truly believe that they can get themselves into so much trouble that they will not have a "final warning" that their PC is about to die, and Death is the most (and often only) effective teacher in this regard.* And fortunately, players always get ...


10

There were three entry ways into the hall all of which were entered by 8 guards each. I rolled fairly low on the initiative for the three sets of guards but none as low as the character that was killed. The party all made their escape through the various windows at which point the character was the last option as a target. If the players had the ...


3

This situation is only fair if the party was given the opportunities to know about and react to the threat. The party could have had knowledge of the strength of the city guard before going to the meeting. They should have had an opportunity to notice the city guard in the adjacent rooms. Everyone should have had at least one initiative round to escape. ...


2

The system and setting often contribute to my decisions in these cases. In a simulationist game with a deadly setting, you might intervene only as much to ask "Are you sure?" In pulpier, heroic games, you want to encourage your players to succeed; you may even incorporate their misconceptions to do so. I stole this idea from is 13th Age's One Unique Thing ...



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