I currently have one player and he wanted to have some allies. He liked that from Savage Worlds, but for our current campaign, Fate is DEFINITELY the system of choice.
Yesterday he was facing the enemy and I told him his allies were fighting alongside him, so all the damage he dished out would be represented as "your friends helped you do so." However he thinks that the NPCs are too interesting to be represented that way – a ninja school teacher, a magical artist and a fierce luchador – and he's right.
Still, there are not rules for creation of allies, and using the "Mooks" rules from the Fate Accelerated manual seems boring since you create characters that are so similar and tremendously situational, but creating full characters as allies would carry the risk that he would get confused from controlling the actions of the other three. (The manual says I should control NPCs anyway.) Or he would wait for me, as the GM, to use the other characters for stuff he usually forgets to do, like using "Create an Advantage" to know more about the opponent.
What should we do?
Best Answer
Make his allies part of his character.
This isn't always going to work, and exactly how it works best will depend on the nature of his relationship with his allies. I think this strategy is best when his allies are well-defined but aren't supposed to actually do a lot of game-changing stuff themselves: they're strong support characters, not equal party members.
Allies as aspects
Give the character sheet some additional aspect slots (on top of the usual 3 to 5 aspects Fate gives every PC) which can only be used for allies. Each ally is described by one of these character aspects, describing the player character's relationship to the ally and the ally's specialty or both:
What does this mean?
As always, these aspects imply a lot that they don't say explicitly: we're wrapping a whole person into a single aspect. If Sensei Ping is sensitive about his age, that's something everyone needs to understand is implied by the narrative, and so it can be invoked and compelled through his aspect even though the aspect doesn't say he's sensitive about his age.
What if my ally leaves?
If the absence is permanent, you can modify the aspect to reflect this (I must honor the late Sensei Ping's sacrifice), or have an empty aspect slot, until you pick up another friend and use the slot to describe your new ally.
If the absence is temporary, you modify the aspect to reflect this. Sensei Ping is conferring with the Clan of the Pointed Stick still gives you all manner of benefits because Ping is still your sensei.
Does this mean my allies can't be attacked?
Not at all! They're part of your character's fractal and so attacks against you can be narrated as targeting your allies (and may actually provide opportunities for you to be attacked when your character isn't in the room but Sensei Ping is!).
Naturally, attacks against your allies are defended by your own skill rolls, and attacks which hit your allies still inflict stress on your own stress track.
So how can my allies be hurt, stymied, or defeated?
Through consequences or the Create an Aspect action, or both.
Consequences can make allies less useful, and can create interesting plot twists. Remember, your allies are part of your character so they share your limited consequence slots.
Your enemies can also (probably with great difficulty and usually with active opposition) Create an Aspect which hinders your allies, like Caer Dallben is under attack or La Cage De Lumiere can trap the untrappable El Sapo Dorado, or I am immune to the Wu-Han Thumb of Death.
Isn't this overcomplicated or unbalanced?
Not really. Previous Fate games like dresden-files gave players eight or ten aspects by default. I'm glad Fate reduced it to five, but players CAN handle more aspects if the aspects are backing up an interesting narrative. And it's a lot less complicated than running a handful of mooks, or full characters.
We're talking about a single-player campaign so there's no other PCs to get jealous of your bonus aspect slots. The GM has to take your extra aspects into account when creating encounters but it's not a big deal.
If you're really concerned about balance --perhaps you want to use this conceit in a multiplayer game later on-- I'd make an extra called "Allies" which costs one Refresh for every two ally-only aspect slots you get.