12:13
I just finished a session of Fate Core and it went... really well
It's our first proper session of Fate Core - the last time wasn't narrative-first and I ran it really weirdly, so it's not quite a proper session
this time was brilliant though. My players knew off the bat what they wanted to do: two had discussed it on the way over, and the third agreed the moment he heard it.
They decided they wanted to be agents of something like Hellsing Organisation, which they later decided to call the Gatekeepers of Tartarus: keeping the people safe from the paranormal.
The setting is something like 16th century Europe, in Angland, with clockworkpunk elements
A couple of tailors in a village had been gruesomely murdered, and the player characters were dispatched to look into it: one a trained assassin and diplomat, another a mechanic, and the third a missionary who'd seen all too much. The Sheriff was (probably) murdered too by the time they arrived (they couldn't find his body, but they found a lot of his blood and an arm).
(it was his favourite arm, too! it was his bludgeoning arm, and it had his I ♥ My Job tattoo on it)
They investigated, found someone shellshocked and boarded up in the house who'd seen a wolf-man.
After literally kicking in a neighbour's door to inquire about anything suspicious, that took them to the tavern, and they happily contributed that the beefy tavern owner, Gertrude, was probably a racketeer for criminal organisations.
She pointed them to someone suspicious who'd entered town prior to the attacks with companions, obviously enough they saw it, and they absconded. After pursuing her to the woods and a fight, they chased her into a cave, probably intent on taking her down - only to find she and her colleague had already shackled the werewolf, and her colleague was grievously injured during the effort.
I was worried two of my players would decide to pursue the option of killing both of these suspicious people and the werewolf, but to my pleasant surprise they didn't - and the Missionary offered peace, helped with the limited healing they could do for the injured colleague, and convinced the woman they'd pursued to work together with them.
The werewolf was formerly a scientist trying to develop a serum to allow for werewolves to control themselves, and these people were from an organisation my players came up with themselves: an organisation that, just like the Gatekeepers of Tartarus, is working for peace, but unlike them, this organisation works to weaponise the arcane for the purpose of peace and unity. They have similar ends, but opposing means.
they tied up the session there; the mysterious organisation called in backup, got the werewolf taken away, and next session the woman they'd pursued - then helped - is going to go with them to try and recover the research notes on the werewolf serum to hopefully reverse it.
and my players already suggested what we should do about that session. \o/
that is my gush i am done now