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| - | ====== Zones ====== | ||
| - | GMs, if your conflict takes place over a large area, you may want to break it down into zones for easier reference. | ||
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| - | A zone is an abstract representation of physical space. The best definition of a zone is that it’s close enough to where you can interact directly with someone (in other words, walk up to and punch in the face). | ||
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| - | Generally speaking, any given conflict probably shouldn’t involve more than a handful of zones. Two to four is probably sufficient, save for really big conflicts. This isn’t supposed to be a minatures board game-zones should give a tactile sense of the environment, but at the point where you need something more than a cocktail napkin to lay it out, you’re getting too complicated. | ||
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| - | * If you can describe the area as bigger than a house, you can probably divide it into two or more zones—think of a cathedral or a shopping center parking lot. | ||
| - | * If it’s separated by stairs, a ladder, a fence, or a wall, it could be a zone, like two floors of a house. | ||
| - | * "Above X" and "below X" can be zones, especially if getting there takes some doing—think of the airspace around something large, like a blimp. | ||
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| - | When you’re setting up your zones, note whether there are any scene aspects that make moving between those zones problematic. That’ll be important later, when people want to move from zone to zone during the scene. If that means you need more scene aspects, add them now. | ||
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| - | <note tip> | ||
| - | The GM decides that a cathedral needs to be multiple zones. The main floor is big enough, for two zones. The religious paraphernalia is plentiful enough at the back that it will make moving difficult. | ||
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| - | There is also a second floor balcony ringing the inner walls, so that an additional zone, with //Staircase Access Only// added to the scene. | ||
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| - | If, for some reason, someone decides to run outside, that can be a fourth zone, but he doesn’t think he needs any aspects for it. | ||
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| - | A quick sketch of the rough map on an index card allows everyone to see. | ||
| - | </note> | ||
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| - | ===== Movement ===== | ||
| - | In a conflict, it’s important to track where everyone is relative to one another, which is why we divide the environment where the conflict's taking place into zones. Where you have zones, you have people trying to move around in them in order to get at one another or at a certain objective. | ||
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| - | Normally, it's no big deal to move from one zone to another - if there's nothing preventing you from doing so, you can always choose to move one zone in addition to your action for the exchange. | ||
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| - | If you want to move more than one zone, a scene aspect suggests that it might be difficult to move freely, or another character is in your way, then you must make an overcome action using [[Athletics]] in order to move. This counts as your action for the exchange. | ||
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| - | If you fail that roll, whatever was impeding you keeps you from moving. If you [[outcomes#tie]], you get to move, but your opponent takes a temporary advantage of some kind. If you [[outcomes#succeed]], you move without consequence. If you [[outcomes#succeed with style]], you can claim a temporary advantage in addition to your movement. | ||
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| - | {{tag.fate rules}} | ||
