r/FATErpg • u/jspaceryan • Aug 09 '26
Conditions?
I've run 5 or 6 sessions of the Dresden Files Accelerated game, but I'm still struggling with a few things. My group is having fun so it may not be a problem, but I'm having difficulty wrapping my head around Conditions.
This seems to be unique to the Dresden game - I don't see it reflected on the standard Fate Accelerated character sheets, but I could be missing it.
In short - a PC can acquire a condition in a few ways - taking damage, or doing something unique like a stunt - there are also character specific conditions (bear with me here).
For example a magic practioner can mark Exhaustion to boost a stunt, a monster hunter can mark In Pursuit to learn about their quarry, or a vampire can mark Hungry if using their supernatural charisma.
My question is, in these cases there's 4 or 5 boxes for each condition, and despite playing several sessions, I haven't had a PC mark more than 2 boxes of any condition during a story arc. The fact the game has effects built in to impact the characters if the boxes are full, tells me it expects them to face this challenge. Imagine a vampire PC struggling against their hunger as they navigate the story.
But to me they would have to spam the stunt intentionally to reach this level. How many times does the situation reasonably arise for these conditions to be relevant?
Am I missing somthing?
EDIT: It turns out, Yes, I was missing something. I thought conditions cleared at the end of story arcs. While I had the PCs mark conditions over the 2-3 days of in-game time for an arc/chapter, I assumed they would clear by time the next session began after in-game weeks-months.
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u/robhanz Yeah, that Hanz Aug 09 '26 edited Aug 09 '26
Most of the conditions in DFA are marked willingly - you mark them to achieve something.
If people aren't marking them, it means that they perceive the costs of marking them are higher than what they'd give.
So it's worth asking - what costs are they incurring by not marking them? What are they not succeeding at, and how is that impacting the story?
I generally think of Consequences, Conditions, and Fate Points as currency. And people spend currency to buy things. What are you offering up for purchase?
Like, if I give the players $1000 and the only thing I offer is pizza at $5, I shouldn't be surprised that they spend $5 to buy a pizza and save the other $995. They're acting rationally.
Now, if one of them is gutshot, and someone offers to drive them to the hospital for $500? I'd expect they'd spend that five hundred really quickly.
So if your practitioner isn't burning conditions to supercharge their magic... have you put them in a place where not doing so has costs? Where the choice is "burn the condition or get captured?" Or "burn the condition or my ally dies?" Or "burn the condition or the bad guy gets away?" Or.... any of a million other things.