I’ve recently started seriously looking at Fate Core for my little game project. I started converting my skill list over, but decided I needed to take a closer look at Fate’s basic actions first. In addition to the four basic actions covered in the rulebook, many in the community value the utility of adding a discover action to the game. This includes Ryan Macklin, one of the creators of Fate Core. Feel free to check out his post, Fate: the Discover Action.
For my game, the discover action seems to be a good fit, so I’m definitely going to include it. I’m also a firm believer that the use of Challenges, Contests, and Conflicts to zoom in on the action should never be compulsory. You should be able to handle any attempted action with a single opposed roll if that’s what works best for your game. Zooming in should largely be a concern of importance to the story, pacing, and how detailed you want to get with the results. Read Robert Hanz’s post on this idea and how this can allow for zooming in and out to any level of detail. This happens to hold great potential for my idea for a game that lets you shift between roleplaying and a more strategic tabletop game.
All this means that I’ll need to rewrite or expand on the descriptions of Fate’s basic actions to better clarify what action is used in different situations and at different levels of detail. So I decided to start with taking a crack at a write-up of the discover action. I also decided to create an icon for discover similar to those used for the other actions – it’s going to need one eventually.
This may need to be changed as I work through everything, but it’s a start. Feedback is welcome. So here it is: the discover action.
Use the discover action to reveal or establish information.
The discover action covers learning information that does not provide an immediate tangible benefit – though it may still be critical to advancing the plot of the story. It also allows a player to introduce new information into the game in a manner similar to spending a fate point to declare a story detail.
The discover action is about information; it is not about gaining anything tangible. You could use discover to look up historical events in a library, learn about building methods likely used in a structure, identify locations a criminal is known to frequent, find out the name and location of the best armorer in the city, ascertain that the creatures terrorizing the town are vulnerable to silver, recognize an opponent’s fighting style, and even detect a weak point in a stone wall – but discover will not provide anything which conveys an immediate advantage. Using the knowledge gained to your benefit requires an overcome or create an advantage action. Discover can be used to locate items, materials, and people, but it cannot remove a significant source of opposition. If acquiring the item or tracking down the thief is a source of opposition, use the overcome action.
The discover action can reveal aspects as well as more generalized facts, but success does not automatically award a free invocation on that aspect. If you want to use that aspect to your advantage, you will need to spend a fate point or use a create an advantage action. If your game includes hidden aspects, the discover action should be the primary means of revealing them.
Note that the GM is always free to provide the players with information and reveal aspects whenever it makes sense to do so. The discover action is merely intended to provide a means by which trying to gather information or learn the truth can be a source of dramatic tension. It also enables players to contribute story details without the use of fate points – much as the create an advantage action allows aspects to be invoked for free – but with the added risk that the facts they introduce into the story may turn out to be somewhat less than entirely true.
A discover action is typically rolled against passive opposition, with the GM setting opposition based on the level of detail and obscurity of the information, as well as any other factors that may make it more difficult to acquire. Certain circumstances may warrant rolling active opposition, such as trying to extract information from the subject of an interrogation. Just be sure that the character providing the opposition is only trying to avoid revealing the information, otherwise you might be dealing with an attack action.
When you roll to discover information, you should describe what you are trying to find out (this can be fairly broad or very specific) and what you are doing to acquire the information. It’s normally assumed that you’re trying to reveal information already known to the GM, but if nothing’s established the GM can and should encourage you to introduce new details to the story. When introducing new information, you should clearly detail what you are attempting to establish prior to the roll so that the GM can determine appropriate opposition. You should also justify how or why you would have this information based on your aspects and skills. As with declaring a story detail using a fate point, the GM has the right to veto any suggestions that seem out of scope or ask the player to revise them.
Discover may be used to reveal aspects, but should not normally be used to create new aspects – that’s creating an advantage. Of course, information introduced through a discover action could later be turned into an aspect using the appropriate action or when it makes sense within the fiction. The GM can also decide to create a new aspect if it helps take things in a new direction or otherwise enhances the fiction, but you still shouldn’t get a free invocation unless you succeed with style.
If you’re using discover to reveal existing information…
- When you fail, you either simply fail to gain any useful information or you succeed at a serious cost. What you learn is actually false, or perhaps part is true while the rest is complete poppycock; there could also be a serious complication. Maybe silver does affect the creature, but it makes them stronger somehow instead of weakening them. The armorer you were looking for turns out to actually be a long-time enemy of your family. The historical documents you reference turn out to have been written by a cult who twisted the facts. If success means revealing an aspect, then that aspect is changed to make the situation worse, or perhaps a new aspect is also created. It may also be appropriate to grant a free invocation to an opponent. Sure, you reveal Silver Gives Them Power, but the characters also gain the aspect Believes Silver is their Weakness. Perhaps you learn the magistrate’s dark secret, but now The Authorities Are After You, and the GM gets to invoke it for free. This tends to create lots of opportunities for compels.
- When you tie, you gain the information or you reveal the aspect, but at a minor cost. What you learned is not as reliable or clear as you’d hoped, or there’s a complication. The information might be incomplete or misleading, it may need to be decrypted to be understood, or perhaps you inadvertently revealed the information to someone else as well. This could provide someone else with a boost, reveal the opposition of a later action is higher than expected, or introduce a minor problem. An aspect revealed on a tie remains true as always, but someone opposing you gets a free invocation or a boost. Maybe you tipped someone off while you were poking around.
- When you succeed, you gain the information or you reveal the aspect.
- When you succeed with style, you gain the information and get a boost or you reveal the aspect and get a free invocation.
If you’re using discover to establish new information…
- When you fail, you either fail to establish the information or you succeed at a serious cost. Maybe you simply realize that you must have been thinking about a fort in a different valley, or you just do not recognize the fighting style being used by your opponent. On the other hand, you might remember the fort was abandoned due to a plague, or perhaps you mistakenly conclude that your opponent was trained by Si-Juk – when he was actually trained by Si-Juk’s arch rival. Normally, establishing new information doesn’t result in creating new aspects, but failing could mean a new aspect is created that creates serious problems. You may have been able to learn what part of town the thief calls home, but now The Thieves Guild Has Taken Out a Contract on You. Truly abysmal failures might also warrant giving a free invocation to an opponent. Again, lots of fertile ground for compels can come from a failed discover roll.
- When you tie, you confirm what you wanted to know, but at a minor cost. What you learned is not as reliable or clear as you’d hoped, or there’s a complication. The information might be incomplete or misleading, you might remember that the only way to reach the fort is to fjord a river, or maybe you mistake the girl who used to live around here for her sister. This could provide someone else with a boost, reveal the opposition of a later action is higher than expected, or introduce a minor problem.
- When you succeed, you establish the information as true within the game world.
- When you succeed with style, the information is established as true and you get a boost, or the information becomes an aspect and you get a free invocation.
Discover in Challenges, Contests, and Conflicts
Discover is often used in challenges to gather information or supplies necessary to later actions in the challenge. Since the results of the challenge are determined after all rolls are made, a failure on a discover action often means that some of the information was wrong or the supplies were of poor quality, resulting in diminished or unintended results.
The discover action is rarely used to generate victories (unless the goal of the contest is to gather information in a limited amount of time), so discover sees little use in most contests. Similarly, the discover action is not used to accomplish many of the tasks commonly attempted during conflicts. However, discover can still play a key role in these situations by revealing aspects, which can then be invoked with a fate point or by creating an advantage.
Examples of Discover (In progress)
Studying a creature’s corpse to learn it is vulnerable to silver, followed by a create an advantage action to acquire silver weapons. Success with style on the discover roll could allow the character to remember the location of a nearby silver mine, or perhaps silver has declined sharply in value recently, making such weapons far less expensive.
- Remembering that an old fort lies not far ahead while trudging through a blizzard, followed by an overcome action to successfully locate the fort. Unfortunately, the character fails the discover roll. They remember the approximate location of the fort, and manage to make their way there with an overcome roll. Little did they know that the fort has since become Home to a Pack of Wolves.
Searching through a library for information on a lost artifact and finding excerpts from an explorer’s journal describing where it was found, but the explorer moved the artifact and the journal itself is not located in the library. Notes in the library do mention the name of the last known owner of the journal. Succeeding with style might even reveal that the owner of the journal is currently in deep debt and in desperate need of money. In this case, acquiring the journal was intended as a source of opposition.