Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Play This If... ====== While //Fated// is a game revolving around the election of Fate, participation in this election is not the only way to interact with the game. There are a variety of plots, themes, and NPCs that are not related to the election. It can be difficult to create a character that aligns with the themes and plots that interest you. The following aims to help players in choosing Quirks, activities, nations, and NPCS to interact with. However, this list is by no means exhaustive but aims to serve as inspiration rather than instructions. =====Politics and Elections ===== You are here for a reason: to decide who will be the new Fate. Are you planning on running for Fate yourself? Or are you planning on using your vote as a bargaining chip? You might not be running for Fate yourself, but you have opinions on who should be elected (and perhaps who shouldn't). * Run for Fate if you want a chance at leading. * If you'd prefer not to run for Fate, you can still work the election to your advantage. Make and break promises, form deals, demand something in exchange for your vote. You may not be running for Fate yourself, but your vote has value. * Form alliances. These will be important, known or otherwise. * Write letters. Do you have a relationship with somebody back home who could give advice on who to trust, or dig for dirt on your behalf? * Take the Secret Quirk. * Take the Favour Quirk. * Take the Standing Quirk. * Is there a specific person, organisation, or nation that would benefit (or suffer) from you being elected as Fate? Is there a core group to whom you hope to appeal, or anybody you will particularly struggle to win over? * Speak to other Palace guests involved in the election, such as Mr Dot Upland and Glória Sándor. * Speak to Secretary Malorie or the Gardener. ===== Where Are We? ===== When you arrive at the Palace, your first thought is, perhaps, that it is unlike anywhere you have ever been before. It is a place largely unconcerned with its position in time and space. At first the question, "Where are we?" may have an obvious answer, but the deeper you dig the more unclear the answer becomes. * Explore the Palace in Turnsheets. * Take the Observant Quirk. * Take the Sneaky Quirk. * Speak to the Palace's Staff. * Sir Pompilius Albite, the Butler, and Giselle may have especially interesting insights regarding the Palace. ===== Mystery and Prior Fates ===== The changing of Fates is an event shrouded in mystery. The previous Fate is dead, and you want to know the why, when, where and how. You know that there will be an election and that at the end, a new Fate will be elected. You want to know more, though. Who was the prior Fate, really? Who were the Fates before her? What does being Fate involve? Being at the Palace will be the opportunity you need to answer these questions. * Speak to your peers. Your fellow players may have seen things you haven't; they may have information you don't. Note down what has been been said and look for clues. * Explore the Palace and investigate the mystery in turnsheets. * Research the Palace. Write letters. Do you have a relationship with an academic back home, who you can receive pointers from? * Take the Observant Quirk. * Speak to the Palace's Staff * All will have had some interaction with the previous Fate, and some may have knowledge beyond that. * Speak to Conanthum Christi, Lisa Atropius, or Sagitta of Zeivahr. * Does your character have an academic interest in the election? If so, consider being from Itascrius. ===== Fate, Free Will, and Determinism ===== While //Fated// is a darker game, that does not mean you have to engage with the darker topics. The Palace is a place of answers; a place for introspection; a place for reflection. What does it mean to have a fate? How does your character feel about their fate? Do they wish to follow it, or stray from the path? Conversely, these reflections could become very dark if you choose. Just how fraught can the relationship between your character and their fate become? * Ask the people in the Palace about their fates. What does fate mean to them? How does this differ to what fate means to you? * Take the Elephant in the Room Quirk. * Take the Addict Quirk. * Take the Standing Quirk---which organisations and nations do you align yourself with? Do you agree with their views on fate entirely? What do you think of other organisations and nations, and their views? * Disagreements on fates are common within the world of //Fated//. These disagreements happen both between nations and within nations. * Consider being from Egyország -- how has being from a place that doesn't predict fates affected your relationship with the concept? * Or consider being from Vyhren -- does your character find themself agreeing more with the Wyrd-seers or the Artisans of Zeivahr? play_this_if.txt Last modified: 2025/04/18 17:53by gm_katy