FATE There are moments in every story where the path ahead cannot be known. A pawstep may lead somewhere unexpected. A carefully made plan may encounter an obstacle. A dangerous choice may turn out better--or worse--than anyone expected. These are the moments when Fate is called upon. Fate is Legacies' system for resolving meaningful uncertainty while preserving player choice and character capability. ──────────────────────────── WHAT IS FATE? Fate determines the outcome of an action when its result cannot reasonably be decided through roleplay alone. It does not determine whether a character is capable of attempting something. That is determined by the character's Experience & Knowledge, circumstances, preparation, and approach. Instead, Fate answers a different question: “What happens when they try?” A character's abilities belong to the character. The outcome belongs to Fate. ──────────────────────────── WHEN IS FATE REQUIRED? Fate is required when an action has a meaningful uncertain outcome. Examples may include: • Attempting a dangerous rescue • Escaping from a dangerous situation • Crossing hazardous terrain • Attempting to avoid detection • Entering another Clan's territory where discovery is possible • Stealing something • Attempting to track or locate something difficult • Taking part in a serious fight • Attempting a particularly dangerous journey • Attempting something significantly beyond a character's established experience • Performing another action where the outcome could meaningfully affect the story Fate may also be used when two players cannot reasonably agree on the outcome of an uncertain interaction. ──────────────────────────── WHEN IS FATE NOT REQUIRED? Fate is not necessary for ordinary actions whose outcomes are reasonably certain. Examples include: • Walking • Talking • Eating • Resting • Performing ordinary Clan duties • Practicing a familiar skill • Traveling through safe, familiar territory • Hunting normally within a character's abilities • Friendly play-fighting or sparring • Other routine actions Do not use Fate simply because an action is being roleplayed. Fate exists for uncertainty—not inconvenience. ──────────────────────────── THE PETITION When Fate is required, the player submits a Petition. A Petition explains what their character is attempting and gives Fate Keepers enough information to judge the situation fairly. A Petition should include: CHARACTER The character making the attempt. INTENT What the character wants to accomplish. APPROACH How the character intends to accomplish it. CIRCUMSTANCES Important environmental, physical, or situational factors. EXPERIENCE & KNOWLEDGE Any relevant abilities, training, or specialized knowledge the character possesses. RISK What could reasonably happen if the attempt does not go as intended. Players describe an attempt—not an outcome. For example: CORRECT: “Marshpaw attempts to cross the river using the shallowest part of the current.” NOT: “Marshpaw successfully crosses the river.” ++
The player controls the attempt. Fate determines the uncertain result. ──────────────────────────── THE FATE JUDGMENT Once a Petition has been submitted, an authorized Fate Keeper reviews it. The Fate Keeper considers: • The character's relevant Experience & Knowledge • Their preparation • Their chosen approach • The surrounding circumstances • Any opposition • The risks involved • The character's established limitations • Anything else that could reasonably influence the outcome The Fate Keeper first determines what outcomes are reasonably possible. Fate should never create an outcome that contradicts the circumstances simply for the sake of randomness. Once the reasonable possibilities have been established, Fate determines which path the story takes. ──────────────────────────── THE FOUR FACES OF FATE Every Fate judgment results in one of four primary outcomes. ✦ FORTUNE The attempt goes especially well. The character achieves their intended goal and receives an additional advantage or favorable development. Fortune should feel like circumstances unexpectedly falling into the character's favor. Examples: • A dangerous route turns out to be safer than expected. • The character succeeds and discovers something useful along the way. • An opponent makes an unexpected mistake. • The character reaches their destination with an advantage they did not anticipate. ──────────────────────────── ✦ SUCCESS The character accomplishes their intended goal. The attempt works. Success does not mean that everything must happen perfectly. Ordinary consequences or minor complications may still occur, but the character achieves what they set out to do. ──────────────────────────── ✦ COMPLICATION The attempt produces a mixed result. The character may accomplish their main objective, but something unexpected creates a new difficulty. Examples: • They escape, but leave evidence behind. • They retrieve what they wanted, but lose something else. • They cross the river, but arrive somewhere different than intended. • They remain undetected, but attract suspicion. • They succeed, but create a problem that must now be dealt with. Complications should create new story—not simply punish the character. ──────────────────────────── ✦ FAILURE The character does not accomplish their intended goal. Failure does not automatically mean injury, punishment, or catastrophe. The character may need to retreat, reconsider their approach, try something different, or respond to whatever naturally follows from the failed attempt. A failure should make sense within the circumstances of the Petition. ──────────────────────────── FATE & EXPERIENCE Fate and Experience are connected, but they are not the same system. Experience records what a character has learned and practiced throughout their life. Fate determines what happens when that character uses those abilities in an uncertain situation. For example: A character with extensive swimming experience attempting to cross a calm stream may not need Fate at all. The outcome is reasonably certain. The same character attempting to cross a dangerous river during a storm may require Fate. Their Experience tells the Fate Keeper that they are capable. The dangerous circumstances create uncertainty. Fate determines what happens. ──────────────────────────── CAPABILITY IS NOT CERTAINTY A character's Experience does not guarantee success. An Expert swimmer can still encounter an unexpected current. Likewise, an inexperienced character is not automatically doomed. A clever approach, favorable circumstances, or unexpected Fortune may still work in their favor. Experience establishes capability. Circumstances establish difficulty. Fate resolves uncertainty. ──────────────────────────── PLAYER AGENCY Players remain in control of their characters throughout the Fate process. Please read the continuation here - https://scratch.mit.edu/projects/1380179776/