I am going to run a teen-investigation game in a setting strongly inspired by Scooby-Doo. The location is the teens' town, so PCs' relationships with NPCs will be an important feature of play. I think the standard way to manage relationships, as simply an aspect, would not suit. I considered making it a skill, but using a custom PC skill to represent the relationship strength is not a solution because it should be different for every relationship a PC has.
So I was thinking of defining a relationship as an Extra, like so:
- A High Concept aspect (“Jen loves Jim”) defining who is involved in the relationship and how.
- A Trouble: a relationship always has pitfalls. This is an aspect GM or others can compel, for example.
- A stress track to track the strength of the relationship.
A relationship can be used in the game:
- Invoking an aspect of the other person to get knowledge or tools.
- Make the NPC join an action, supporting the PC with team work.
- Make the NPC do the action for you.
This doesn't look like it's very "Fate" though, and I'm not sure how to make it more Fate-like. But I like that this lets me make help cost something, probably in terms of relationship stress.
My question is how can I model the weakening or strengthening of a relationship, in a way coherent with the Fate philosophy?