[RPG] How to do thestery based storytelling in Fate

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One of the answers in What better not to use Fate Core for? was that story lines where information is withheld from the players were less suitable for Fate. However, people commented they had been able to make Fate work with such mystery tales.

One of the comments explicitly stated the situation where both players and GM didn't know which way the mystery would go, and I can imagine how that would work in Fate. However, for stories with prebuilt mysteries, like whodunnits and conspiracy based games, what would be good ways to handle (the pacing of) discovering clues and facts, setting up red herrings etc. ?

One of the small tidbits that I thought might come in handy was Ryan Macklin's The Fifth Action:

So I propose the Discover action. In general, Discover covers revealing information, either with passive or active opposition. Depending on the nature of what’s revealed, you may uncover facts and information or you may uncover an actual aspect. Success gives you the information or aspect, and success with style gives you a boost or a free invocation. Unlike with creating an advantage, the aspect doesn’t inherently come with a free invocation, because you’re observing rather than applying change.

However, there's probably much more in other Fate-based systems and the collective Fate GM experience that can be used.

Best Answer

There's a huge Chekov's elephant gun you need to be aware of when playing a mystery game: The mystery is there to be solved! There's nothing interesting about not solving the mystery.

So since the players are going to solve the mystery anyway, the big question in the game shouldn't be about -if they can-. They can and will. It should be about -how they do- and -what it costs-. The former is your players' domain. The latter is (as the GM) yours.

Fate insists on sharing information with the players in the form of aspects. Players need to know about the aspects in the game, including aspects about your mystery, to be able to play as intended. So hiding away those aspects kills a Fate game quite quickly.

So you need to lay your mystery open on the table. And let your players tell you how they solved it.

Meanwhile, you should ask them a lot of questions about how they solved the mystery. And act on their answers. Challenge them, let them bleed on the way. Take your toll.

Put up obstacles and opposition they must defeat to get to the result, and make them roll. But never let failure stop them. Make failure cost them.

Mess with their characters as much as you can. Being "taken out" in Fate does not necessarily mean that the character is out of the game. It means that the player temporarily loses their control over the character. When you take them out, grab their sheet and rewrite one of their aspects. Swap some skills. Tie what you just did into the story.

One of the outcomes in Fate is "success at a cost". Offer them devil's deals whenever they roll poorly. Tell them that they can still make that interrogation subject sing like a mockingbird, but it is going to cost them their "badge of honor" aspect.

The mystery will eventually be solved, but the characters that solved it won't be the exact same characters the players began with. They will have changed along the way and the story will be about that change.

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