Fate Condensed · 2020 CC-BY SRD
Zones
Challenges, Conflicts, and Contests > Setting Up Scenes > Zones
Zones are a representation of the physical space—a quick map broken into a few discrete sections. A conflict in a remote farmhouse might have four zones: the first floor, second floor, front yard, and back woods. Two to four zones are sufficient to handle most conflicts. Large or complicated scenes may require more. Try to keep your zone map to a simple sketch, something that fits on a note card or can be quickly drawn on a whiteboard.
Zones help guide the story by shaping what is possible. Who you can attack and where you can move depend on the zone you’re in.
Anyone in a zone can interact with everyone and everything in that zone. This means you can hit, stab, or otherwise physically engage with people and things in your zone. Need to open that wall safe in the bedroom? You’ll have to be in that zone. Anything outside your zone is usually beyond your reach—you’ll need to move to get there, or use something that can extend your reach there (telekinesis, a gun, etc).
Moving between zones is easy, as long as there’s nothing in your way. You can move to an adjacent zone in addition to your action during an exchange (page XX) as long as nothing is in your way. If your movement is impeded, it takes your action to do so. Make an overcome roll to climb a wall, rush past a group of cultists, or leap across rooftops. If you fail, you stay in your zone or the movement costs you something. You can also use your action to move anywhere on the map—though the GM is within rights to set a high difficulty if it’s an epic movement.
If something isn’t risky or interesting enough to merit a roll, then it isn’t an impediment to movement. For instance, you don’t need to use up your action opening an unlocked door—that’s just a part of the movement.
Shooting lets you attack from a distance. Ranged attacks can target enemies in adjacent zones or maybe further, if the zones are clear enough. If there’s a creature rooting around in the bedroom upstairs and around the corner, you can’t shoot it from the bottom of the stairs. Pay attention to the way the zones and situation aspects are set up when deciding what’s fair game or not.