I'm thinking of tinkering with one of the Fate Core rules so that the GM receives Fate Points instead of them disappearing into the ether after a player spends them.
- Players begin with (at least) their Refresh in Fate Points at the beginning of a session.
- The GM begins a session with the number of players in Fate Points +1.
- The GM does not refresh at the beginning of each scene as per Fate Core rules. Instead, the GM maintains their number of Fate Points throughout the session and Refreshes as above, and could conceivably hold onto Fate Points between sessions as players can.
- Players receive Fate Points from an unlimited pool when the GM Compels.
- The GM receives all Fate Points spent by players for any reason (not just NPC Compels), but only at the end of the scene
- When the GM spends a Fate Point, it leaves the game, thus avoiding an ever-growing closed economy.
What effects will this have on the Fate Point economy and player behavior? The problem I'm trying to solve is running out of Fate Points for NPCs. I anticipate that players will be more reluctant to spend Fate Points, something I wish to avoid. Given my goal of increasing the number of Fate Points available to NPCs, will my solution work? Is there a better solution? Something from an existing Fate supplement would be awesome.
The idea for this alteration came, originally from Ryan Macklin's blog, although it's altered to avoid a closed economy. In the blog, Ryan Macklin suggests no Fate Points enter or leave the game, and whenever a players spends a Fate Point, it goes to the GM. Ryan appears only to be tossing ideas around, and has not playtested his suggestion.
RE: Chip Hungriness
- Occurs during large scale battles when it does not seem logical to end the scene
- Occurs because of NPCs who have Fate Point powered stunts (spells) eating up all the Fate Points for all the other NPCs.
- Occurs because players do not feel empowered to, or forget to Compel NPCs.
Instead of hacking the system, I've decided to implement the following solutions:
- Break up protracted battles into smaller, mini-battles, each of which is its own scene. Doing so without seeming cheap is going to be a challenge, so I need additional solutions.
- Give Big Bads and some lieutenants Fate Points of their own so they stop eating up from the general pool.
- Give each player 1 red Fate Point chip which is only usable for NPC Compels. This should help promote Fate Point spending on NPC Compels.