👉 What Can be Affected in the Game?

The rules and scenario outlined in this handbook give the starting point from which the game can diverge. The various additional briefing documents given to each player will outline ‘the truth’ about their position, power, and goals within the game’s setting. Beyond that, effort, negotiation, and resources can all be used to change much of what is presented at the game’s commencement. Fault is designed to present a scenario to the Players and to create a framework within which they can use their creativity to pursue their goals.

A Player will not be able to wish away the crisis, but they will be able to put effort, time, and thought into creative ways to approach it. Usually, building coalitions and pooling resources can help Players achieve a joint goal sooner. By trusting, on the other hand, Players make themselves vulnerable and could be taken advantage of. Control will not step in to prevent a scheme, in fact, they will often be encouraged. If the Player in question has all that they need to succeed and is still blind sided by a double crossing collaborator, that is considered fair play as far as the rules are concerned. The only limitations will be when a Player is deemed to be unfairly targetted for reasons other than are apparent in the game itself. Players are warned that in Fault, the situation can change quickly and they will likely be outmanoeuvred if they only play by the rules as written. Shenanigans, are highly encouraged.