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Do: Fate of the Flying Temple is a sequel to Do: Pilgrims of the Flying Temple.

Welcome to Do: Fate of the Flying Temple! In these pages lie the secrets to becoming a pilgrim of the Flying Temple, a hero of the Many Worlds who travels the universe helping people with their problems. For centuries, the pilgrims have answered letters from people all over the Many Worlds, bringing justice, hope, healing, and wisdom (and trouble!) to the people who ask for their help.

Yet, not all is well in the Many Worlds. The Flying Temple, home to the pilgrims and the monks that train them, has disappeared, leaving behind only a single dragon egg in its wake. No one knows what will happen to the Many Worlds, what new powers will rise now that the Temple has van- ished. But the letters keep coming to the newly-hatched dragon...and the pilgrims must strike out on their own to o er aid, without the guidance of the monks that raised them.

Rules

  • Fate Accelerated.
  • Focus on solving issues without using violence.
  • Good advice about approaches:

UNINTENDED CONSEQUENCES

It’s often possible to set up your action so that it relies on your best approach, but remember that your actions may create their own drama, depending on the approach you used to try to solve the problem. Convincing the king of a world to make you and your friends his palace guards by showing o the abilities (Flashy!) you learned from the monks at the Flying Temple might get you closer to the king, but it also might mean that the king’s vizier starts to view you all as a threat to his plans to steal the throne.

Pilgrims, who are always getting themselves into trouble, frequently deal with these unintended consequences, these aftere ects that follow the path of the approach used to accomplish the action in the rst place. For example:

• If you’re Careful, you may miss a crucial moment of opportunity or undershoot your larger goals.

• If you’re Clever, you may miss something important while you’re focused on your current problem.

• If you’re Flashy, you may draw unwanted attention or ruin some- thing that requires a delicate touch.

• If you’re Forceful, you may unintentionally break something or harm someone in your way.

• If you’re Quick, you may overstep a boundary in your haste to get something done.

• If you’re Sneaky, you may put yourself deeper into danger by passing unnoticed.

If you succeed in your action, your GM might throw one of these unin- tended consequences your way, but that consequence shouldn’t undermine your essential success. If you Forcefully rebut an opponent’s argument during a debate and succeed, for example, your opponent might end up with some hurt feelings—you unintentionally harmed someone in your way—but the rest of the audience should still side with your superior argument.

Design

  • Beautiful book!

Theme

  • Fun, open world based on things like Avatar or How to Train your Dragon.
  • Great for kids.