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OBJECTIVE
After creating the characters (and every time you have
completed a mission), the GM will put the PCs in a difficult
and dangerous situation and immediately after will cut the
scene with a flashback. During the flashback, the players
and GM will work together to set a scene that answers the
question "What is the team's goal?"
The scene will almost certainly be set in the briefing room,
with the communication of orders and the definition of the
mission. Remember, however, the question you are called
to answer through the scene; therefore be imaginative,
since the definition of the objective could also arise from
an initiative of the PCs.
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DRIVE
THE GAME
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CAMPAIGN
Multiple operations interconnected and played in sequence
- with a central theme acting as a common thread - form a
campaign. Campaigns are usually quite long and can take
months (or even years) to complete.
If you decide to embark on such an adventure, take care
to build one narrative arc at a time, since the people at the
table tend to change the cards on the table quite often.
OPERATIONS
An operation is a set of missions that have common
themes, situations, antagonists and conclusion. In the
military context, operations work the same way: a group of
missions with mission objectives and a common objective,
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bigger. You can decide to play a single operation and then move on to
something else, or decide to end one operation and start another; in that
case you will have decided to play a campaign.
MISSIONS
Now that the group has set up the game, defined the problems and
created the PCs, you have a list of aspects waiting to come to life. All
you have to do is put the PCs in a tense and problematic situation, and
then play the flashback useful to create the Objective aspect. At that
point it will be time to create and play missions.
A mission is a unit of game time that typically lasts from one to four
sessions and is made up of several scenes.
The end of a mission should lead to a significant achievement (if you
just finished the last session of the current operation, this is a major
achievement).
Fear uses a different procedure from Fate for the creation of scenarios,
inspired partly by Ryan M. Danks' Fractal Adventures (you can find it in
the Fate edition of Jadepunk: Tales from Kausao City) and partly by the
story creation system
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Two or three questions are great for one session, four to eight
questions might require two or three game sessions, while
more than eight or nine questions are enough for the mission
(and maybe you will have some left over, but that's not a
problem) .
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Choose the scores in such a way that they reflect your idea of
the mission. If you think that the environment should have much
more weight in fiction to the detriment of the combat, then give
the highest score to Jungle and the lowest one to Charlie.
For each NPC and obstacle that comes into play against the
PCs, you will need to determine which mission feature is most
relevant. At that point you just need to roll the dice and add the
score of the chosen characteristic.
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well the types. In this case, let instinct guide you in choosing
between the two types.
Obstacles
When you create the mission, you already know what the PCs'
objective is; you just have to think about what might stop them
from getting there. The obstacles must be treated as if they
were characters: you will have to write one or two aspects for
each obstacle. Unlike NPCs, however, obstacles have no
talents, stress boxes or consequences.
Main NPCs – When you create a main NPC, fill out a sheet
exactly as if it were a PC, with aspects, talents, stress and
consequences. The only difference lies in the absence of
Attitudes: the NPCs, in fact, roll on the characteristics of the
mission. You should only create main NPCs for important and
recurring adversaries - you certainly won't need more than one
or two for each mission.
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Countdown
There are two types of boxes: the simple box and the
checkpoint. The difference between the two types is that the
checkpoint is attached over an aspect of the obstacle, which
is revealed in play when the GM marks the checkpoint.
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SCENE
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