Using Environments
Fate Adversary Toolkit
In Fate, the environment can often play as big a role as the pack of werewolves or trio of gunmen you’re fighting. The enemies in a scene are the most obvious, active opposition to your goals, but a conflict in a dark warehouse is different from a conflict on the median of a busy highway, and both are very different from a tense negotiation in the White House’s Situation Room.
Spicing Up Zones
Many new Fate GMs—and even some experienced ones—have trouble using zones in a way that makes the environment come alive. Here are a few easy tricks you can use to give zones both mechanical and narrative importance and to make your players sit up and take notice of their environment.Make Each Zone Count
When you’re setting up a conflict, it’s tempting to think of the physical space and divide up every bit of it into zones. If you’re planning a fight in a darkened warehouse, it might seem obvious to make three or four zones on the first floor, another few on the upper floor, a zone or two to represent offices, and a couple of zones to represent streets and alleys outside, and leave it at that. That will divide the space up logically, but you’ll find many zones won’t get used, leaving the warehouse to feel a lot like the park the PCs fought in during the last session, just with slightly different window dressing. Instead, consider something like this:- One zone for the general floor space in the middle of the warehouse. This zone has lots of Crates for cover.
- A zone for the area near some Industrial Equipment. If it gets switched on, the equipment becomes a block: Great (+4) Mashing Gears with Weapon:2.
- A zone near the windows, where the snipers surrounding the warehouse can see PCs. The snipers are a hazard: Superb (+5) Snipers with Weapon:3.
- A zone up on the Precarious Catwalks. The fall off these catwalks is a limitation with Weapon:2.
Tying Game Elements to Zones
The previous example illustrates how to do this, but it’s important to realize that you’ve been doing it all along, simply by putting enemies in zones. The gang leader is over here, by the tables full of guns. His henchmen are spaced around the room, guarding the exits. So on and so forth. Now all you have to do is take that kind of thinking and apply it to all the other stuff you can put in a scene. Make sure that there’s an aspect, an obstacle, or a constraint associated with each zone. Also make sure there’s a reason to interact with or avoid each zone, that something interesting can happen in each one.Offer Free Environmental Invokes
If you distribute aspects around your zones, you might give the players some free invokes on these aspects, encouraging them to interact with their environment. Here are a few ways to do it:- Give the PCs, collectively, one free invoke on an environmental aspect in each zone. After using this free invoke, they can continue to invoke environmental aspects in that zone by spending fate points or advantages.
- Give each PC two free invokes on environmental aspects only.
- Give each PC one free invoke on each environmental aspect, after which they must invoke it by spending fate points or advantages.
Types of Zones
It’s easy to think of zones as discrete physical spaces, but they don’t have to be. They can be fluid, movable, or even conceptual in nature. A zone is, at its core, a mechanical way to represent fictional positioning. As long as you’re accomplishing that, you can bend the nature of a zone in any number of directions.Relative Zones
You might define zones relative to another zone or to each other, rather than tying them to specific places. This works well in something like a chase scene, where the characters are moving throughout the city constantly, never staying in one physical space for very long. In a case like this, you might have the following zones:- Near your quarry
- Within sight of your quarry
- Out of sight of your quarry
- Above your quarry
- Below your quarry
- Falling behind