104

Yes. There really isn’t anything more to say; you are playing a game. The goal is to have fun. Being uncomfortable isn’t fun, so why would you agree to spend your playtime on that? This is simply the reality of any cooperative, voluntary activity: everyone has to agree to play. Everyone has to actually want to play the game. Or else you have no game.


42

Consider it a self-compel Although concession does give you greater control over your fate, you're still losing--and you're choosing to lose when you still have a chance of winning. you can interrupt any action at any time before the roll is made to declare that you concede the conflict. (Fate Core 167) That means if the dice are rolled and you're taken ...


33

"Doctor! It hurts when I move my arm like this!" "So don't do that, then…" On page 168, the rules discuss what it means to be "Taken Out" — and, in particular, what the circumstances are like in groups where Taken Out equates to "dead": So, if you think about it, there’s not a whole lot keeping someone from saying, after taking you out, that your ...


33

Yes, the rules do offer a way to steer things on track when people are using an inappropriate skill choice. Your primary source is the Golden Rule: Decide what you’re trying to accomplish first, then consult the rules to help you do it. What are they trying to do? Reel in a fish. What mechanics are going to help them do that? Physique or Athletics. ...


32

You can run dark gritty games in Fate Accelerated, and light games in Fate Core. Fate Accelerated is Fate Core in a lot of ways—it's built out of that engine—it just shows you how to run the game with less mechanical detail. But mechanical detail is not an equivalence for grit, despite what other games in the RPG field have tried to teach us on that point. ...


31

So far, we have two answers, which appear to contradict each other. I tend to think in practice they're not that far apart from each other, tho. When you're taken out, you cede control over your fate to the attacker. That means the attacker can assert all sorts of things about what happens to you. Like: you're dead. And because total destruction of the ...


31

Players working together like this is normal and expected. It's all fine as long as the player with the present PC is not bothered by the input from the other players and has the final say. Fate Core, page 4 Both players and gamemasters also have a secondary job: make everyone around you look awesome. Fate is best as a collaborative endeavor, with ...


30

Yes, each player has the right to refuse a compel. But you already knew that, really. It's not a "group compel" at all, there's no such thing. Since every player in the group has the aspect, you're making multiple individual event compels. The issue is wrapping our heads around what that means for the narrative, which turns out to be kinda cool. Refusing ...


30

There's a distinct demarcation in games between the Player and the Character. And in most games when such things come up, it's relegating the player to the same position as the character- and trying to force the player to solve problems is if he is the character. There is nothing wrong with that approach, in any game. And there's also nothing wrong with ...


30

Brute forcing is going to be solved by application of two principles. Neither of them are totally rules-oriented. The rules aren't interested in stopping brute-forcing, because sometimes it's fun: you're in a contest, you need to get through that door before someone finds you, and it might be fun to just kick it in several times until it smashes into ...


28

Fate characters are proactive, competent and dramatic It may seem like that's a given for just about any game: who wouldn't want competent, proactive, dramatic characters in their games? But some genres don't work that way. Horror is a notable example. Most horror games turn on characters feeling powerless, which is not what Fate does - horror in Fate needs ...


26

Yes, you're reading it wrong. Each stress box can absorb a number of shifts of its ordinal or less, and you can only use one at a time. Not just mooks. From p.160: When you take stress, check off a stress box with a value equal to the shift value of the hit. If that box is already checked, check off a higher value box. If there is no higher available box, ...


25

Summary: Negative aspects are easy "push button here" dispensers for Fate points, but spamming that button needlessly is boring at best. Two things need to be kept in mind: drama, and the Fate point economy. Being stymied or drained of Fate points by the same problem over and over isn't dramatic or interesting, so don't do it. But the Fate points must flow! ...


25

Should You? "Should you" is a question we can't answer-- only you know your level of discomfort, the social consequences of saying no to your player, etc. Can You? "Can you" is a question we can answer: Generally, yes. Yes, you can. A lot of GMs find it easy to make this judgment on behalf of their players: "No, your edgy dwarf ...


24

This is going to take some deconstructing, because you're mixing up concepts that do exist with concepts that don't. Default difficulty: doesn't exist. Let's get something important straightened out: Fate doesn't have a 'default' difficulty. It's noteworthy those Core and Accelerated passages you're quoting from never use the word 'default' anywhere. That ...


24

You can download the official Fate Core font from Evil Hat's licensing page, as well as the "Powered by Fate" logo. This font contains a small number of glyphs, supporting Fudge Dice faces (0, +, -), the Four Actions (A, D, C, O), and some stress track boxes. They ask that you credit them in the works where you use it. Side note: Since you're looking to ...


24

My initial suggestion is to attack the problem from a different angle. You say that in the early part of the encounter/investigation/episode, the players will not invest resources or better yet, garner points by putting themselves in situations to fail. That essentially means that they find the decisions they're making in the beginning of these sessions ...


24

I'm going to dodge the main question, because it's a situation that shouldn't come up. Here's why: The situation you've outlined there involves at least two compels, not one. The first compel is the one already mentioned, which results in the transformation if the player accepts. The second compel, which you've skipped in the example, is compelling Ravenous ...


24

Fiction First Hi Marc. You are running into one of the differences between rules-first systems and fiction-first systems. Fiction-first means that the rules serve the story unfolding between the players: When something happens in the story that matches a trigger condition in the rules, the mechanics engage and the results feed back into the story. Outside ...


23

It is available as a pay-what-you-like (including free) download. Since Evil Hat recently made the Toolkit available under OGL, you can download the pdf from rpgnow.com or drivethrustuff.com. It's also online! You can access the Toolkit online as part of the Fate Core System Reference Document.


23

Yes, a character can choose to be taken out. Your stress and consequences are buffers against you being taken out. If any points of harm from an attack do not get absorbed by one of those two (or an equivalent), you're taken out. If you get hit by an attack, one of two things happen: either you absorb the hit and stay in the fight, or you’re taken out. ...


23

What is your player trying to accomplish? Skills have trappings unique to themselves, and that's important: you can attack with Shoot but not with Athletics, barring a particular stunt or what-have-you. So before you choose your skill, determine what mechanical action the player's narrative act is best modelled by (attack, defend, create advantage, overcome)...


23

Advantages shouldn't just be mechanical gatherings of numbers, they should meaningfully advance the story. Aspects, created by that move, are always true. which means they have narrative weight in the game. You should be using aspects not just to layer on debuffs to win, but to change the story in interesting ways. Think about the story first, not about the ...


22

Now there are two sides to that coin. The good part is that Fate is an awesome system when it comes to player-vs-player games. Sometimes the narrative leads to a situation when two player characters find themselves in the opposite sides of the fence. The typical fate mechanisms like invoking and compelling, coupled with the fate point economy, lends itself ...


22

None of these happen. They don't make sense or aren't using those mechanics properly, and ultimately, it's going to take a lot more than that to get this guy to join the war. A preliminary dip into basics. Since compels and invokes seem to be getting mishandled here, I'm going to take a brief dip into what they're for and how they work. Compelling characters ...


22

I'm going to create a completely system-agnostic answer here, but it will probably apply to you, especially considering the example of A Song of Ice and Fire. The reason that characters can drop like flies, even semi-randomly, in A Song of Ice and Fire without it detracting massively from the story, is because the story isn't about them. If someone whose ...


21

DFRPG has more mechanics, which each individually accomplish less. DFRPG is a lot crunchier. Although it maintains the "players can make up their own setting and features" ethos that is the hallmark of Fate, it has a LOT of subsystems in which to do this. For example, it provides a solid and complicated magic subsystem. You're free to make up your own ...


21

You sure can! As per the "Affecting Multiple Targets" section of the SRD, you can either attach an Aspect to the scene (such as setting it On Fire): The easiest way to do this is to create an advantage on the scene, rather than on a specific target. A Gas-Filled Room has the potential to affect everyone in it, and it’s not too much of a stretch to ...


21

Pretty typical GM stuff Fate Core actually has a pretty "traditional" GM role — the GM provides most of the setting details, manages adversity, keeps an eye on the big picture, and helps set the pace of play. (Due to roleplaying culture, it's quite likely they'll end up being the host, the rules-master, and the scheduler as well. This isn't intrinsic ...


20

When one is invested in failure, one takes the position that the goals of the player and the goals of the character are not always the same. Your character wants to succeed at everything they try, while you as a player want them to fail now and again -- not just because it makes things more interesting, but because doing so earns you Fate Points to guarantee ...


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