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When it comes to character motivations, I always leave it to the players to explain it. Take the conversation OOC, and give it to the players straight - "OK, Monk has betrayed the party. Now we're starting a new thread; why are you trusting Monk?" This accomplishes a couple related goals: It gives the players agency over their characters, and it gets ...


2

I tend to run my Fate games like TV shows. So that's going to heavily inform my answers. First, I think it's perfectly fine in Fate for characters to not be friends with each other. In a TV show, alliances come and go, and that's just kind of the way it works. I also think it's okay to split the party in Fate, so long as you're conscious about table time ...


5

Since the group is small and the players are happy with the IC relationship, do not reconcile the characters. Simply give them reason to be in the same place at the same time and let them oppose each other or form a temporary truce as they please. Perhaps eventually they will genuinely reconcile, but I don't think it's really for the GM to decide that's what ...


11

This is a great premise for some brilliant character dynamics and interaction and skipping ahead in time might see you lose most of it. I would either go with Greater common evil - Needs must, eh? Forced betrayal, i.e. the monk was forced to act the way she did because she was under greater duress than what the others were aware of. ANSWER: I would ...


2

I've sweated this question out a bit and come up with my own answer, at least in part based on others' experience of playing the game. How to do "opposed rolls" Firstly, the rulebook does give some advice on how to deal with "opposed rolls" even if by doing so it says that opposed rolls don't exist. How do “opposed” actions work? For a start, only ...



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