I noticed Story Mode mechanics were coming up a lot in other threads. Instead of responding in those threads, I decided it might be best to start up a comprehensive thread to discuss this fully as a community. I figure we can shoot out how we handle the various game effects outside of encounter mode. Sure FFG may give us more information in the Hardbacks, but we aren't sure they will and why sit around on our butts until they do. These are the methods my two groups use to navigate these problems:
1. Card Recharge.
2. Stress/Fatigue/Conditions.
1. Card Recharge: This is obviously a problem during story mode since there is absolutely no way to track Card Recharge without an initiative based mechanics. If you really think about it a token is removed from a card each time a player "acts" during encounter mode. Therefore, when looking at how best to apply outside of encounter mode, we remove a token each time a player acts. Examples:
Cards Like "Call of the Wild:" Call of the Wild type cards give bonus white dice to certain checks while the card is recharging. We assume that each time a player acts - i.e. uses the benefit of the card, such as tracking footprints or building a shelter - we remove one recharge token from the card. This is exactly how it would play out in encounter mode as well. We go one step further to assume the conclusion of a "round" in story mode happens at each rally step. It is the closest equivalent there is in the game mechanics. Therefore, at the beginning of each Rally Step, one token is removed from the card. Yes, this does mean some cards may last the whole session, but the benefit is - the player does not have to keep spam-rolling "Call of the Wild," which they will as long as they are in the wild or can benefit from the card.
Cards Like "Honeyed Words:" These are a bit trickier, because it is hard to gauge how often Honeyed Words would come into effect since a lot of the encounter "action" during a social scene is people talking at each other. Here we gauge an encounter action, as when a character makes their point, they remove a recharge token, even if no dice were rolled. Basically, if you view it as making a point is the same as attacking someone with a sword - regardless if it is successful or not - they are equivalent. One is trying to actually kill their opponent, the other is they are trying to defeat their opponent to sway them to their side. Now, if rolls are used in the social situation, then after the roll is made, a token is removed. Again, a Rally Step removes a recharge token from a card.
Talent Cards/condition cards: Just like other cards players can remove one token each time the player "acts," just like a standard action cards. Our House Rule, however, is a talent, exhausted during story mode, refreshes at the next Rally Step. That's it, period. Brief condition cards, usually dissipate at the next Rally Step or in the case of Frightened conditions, if they leave the chaos spawning pit, it is removed.
2. Stress/Fatigue/Conditions: Some of this will come down to how you play, but we deal a lot with stress and fatigue during story mode. Have you been walking forever, without taking time to rest...take a fatigue. Did you get defeated in a social encounter, take a stress. The tunnel is damp, musky, and deep below ground, take a Fatigue as you gasp for air. These events add a mechanical "suggestion" and tension to the game. Players know, if they stay in the dark, damp tunnel, they face going unconscious. It allows the surroundings, story, and roleplay choices to have a direct, mechanical representation on the character. This is not a house rule, it's actually in the RAW. But the question becomes how do you lose it? Well, that comes down to a lot of GM decisions and can influence roleplay choices. Lets say they are all stressed out because a friend got captured. That night, they found out where he was taken, remove a stress. Or if they are stressed out about what they are doing, but sit down to a friendly game of dice, recover a stress. If they stop and rest, Resilience checks can be made to regain stress/fatigue. It's really up to what the GM allows and how they want to run it. We also, automatically recover 1 stress or fatigue at a rally step.
In general though, Assess the situation in story mode should not be allowed. Otherwise, there is absolutely no point in Stress/Fatigue outside of encounter mode. A player can simply regain whatever they lost. Assess the situation we actually do not use in either of our two groups as we see the card as pointless, when other stats (resilience/willpower) already exist to deal with this in another way. Assess the situation is a nice guideline on how to manage these effects, but as a card goes, it's a bit overhanded IMGO (in my group's opinion).
Anyway, that's how it goes for us. Your thoughts? Your ideas. Post away.
Happy Gaming,
Commoner

