👀 What Does a Game of Fault Look Like?
As a Megagame, Players in Fault will receive several briefing documents about their role and the world that the game is set in. These will concern their personal and factional objectives before the commencement of the game and Players are allowed to interpret their objectives as they choose, so long as they conform to both the spirit of the game as well as the game mechanics which are outlined in this handbook. Some Players will find that they are in accord with the global objectives as outlined in the narrative, while others may have secrets preventing them from being truly trusted, or trustworthy.
On the day the majority of Players will spend their time in a large hall space. They will have their home table area as well as a selection of other stations available to them. These can be visited at any time, though will only be interactive during certain phases of the game. The game will proceed in turns, each of which is broken up into several phases. A standard game will see a maximum of around eleven turns and go for about five to six hours. During each of the phases in a turn, Players will generally be pursuing their specialisation and objectives, working towards their factional or personal goals, while also interacting with both the story and game mechanics as they develop.
Fault is not specifically a role-playing game but does include some role-playing elements and Players are able to interact with the lore of the game as much, or as little as they would like to, within the bounds of the mechanics. A general recommendation is for the Player to play ‘Themself, as their role,’ rather than crafting a character for themselves if they are uncomfortable acting and roleplaying in the traditional sense. This is of course a recommendation only and Players may interpret their position and ‘character’ as they like. Both the story and the mechanics of the game will be outlined in this handbook, as well as in the individual briefings which Players will receive before the event day. Anything mentioned specifically in those briefings is 'true' and any white space left around them is for the Player to fill in.
Some Players will be given the role of crewing the DeepEye, a colossal digging machine which will have its own mission and mechanisms. These Players on the Digger Crew team will be out of contact from the majority of the Player cohort for most of the game, conducting their own mission and communicating only sporadically with the various heads of communication on each of the other teams. Depending on how ticketing is done for any one run, Players will normally have the ability to indicate their preference for whether they would or would not like to be considered for these kinds of roles, on the casting survey which will be sent out before the game day.