Obligations of the DM:
The DM promises to uphold the following commitments in order to make the game fun and fair for all involved.
- To Cooperate with the Players in creating a game they want to play:
The DM will tune the encounters to fit the playstyles of the players. The Ratio of Roll to Role-playing will depend on the composition of the group.
- To Give rewards appropriate to the challenges passed:
Passed means to have survived an unwinnable encounter, defeated a winnable encounter, or otherwise “solved” the problem.
- To Pull no punches and play out events in an unbiased manner:
The sorting algorithm of Evil Doesn’t apply in Fate Unbound. Things are what they are, and the DM will do his best to convey the threat level of any encounter.
Obligations of the Players:
Players must make certain commitments in order to bring a dark and vivid life to a horror campaign.
- To Cooperate with the DM in Setting the Mood:
A player who refuses to allow himself to be swept up in the game, and who will not portray his character as scared or shocked when the situation warrants, destroys the mood not only for himself but for the entire group.
- To Accept that Horrific Events will Happen to Them:
In a horror campaign, not every ending is a happy one. The PCs will, at times, encounter opponents too powerful and too terrible for them to defeat. They will not always be able
to prevent their loved ones from suffering. They won’t have as high a survival rate as characters in other campaigns. They should not expect every fight to be winnable and every
plotline to end on a positive note.
- To Create Horror-Appropriate Characters:
Horror works only when the characters have something to lose. A character with a rich background, goals and ambitions, and friends and family is a much better choice for a horror game than the stoic loner with no emotional attachments. If a character fears nothing, then nothing inspires fear. Even an automaton fears deconstruction, especially if the afterlife is in question.
- To Avoid Metagame Thinking:
A character in a horror game who thinks, “Dear gods, that creature utterly ignored my fireball! It cannot be a normal troll!” is fine. A player who grows irate at the DM for creating a flame-breathing troll is not. Fear is about surprises and the unknown. Trust the DM enough to accept that he has a reason for making changes. Further, don’t assume that the DM won’t let a character die; this is a horror game, after all. The danger is real, and players should treat it as such.
Table Conflict Resolution
If a player has never set an enemy on fire before, and decides to set the troll on fire, then the player will instead critically fail at the attempt. Further penalties will accrue if metagaming persists.
- Rules Resolution
In the interest of speedy play, the players and the GM will defer to each other in the case of unclear rules. If either party believes the action to be a violation of the rules, they can note it in the Workshop and it will be corrected for the next game day. If the event can be easily ret-conned, it will. Otherwise, the event will stand as an example of fate being a little weird sometimes.