The logic behind Fate points as originally conceived is that the end goal of a game is to be fun and entertaining. Fun and entertaining are not synonymous with successful and optimal actions. It's often the screw-ups and set-backs that are most memorable and enjoyable to reflect on after you have played a game. Admittedly, more so if they were only set-backs rather than permanent failures. So the GM can request or the player can volunteer that "bad stuff" happen, while simultaneously getting a bennie (fate point) that will help the character bounce back and recover from that bad stuff in the long term. However, often a Fate point merely alleviates the sting. Sometimes a Fate Point will be by no means balances the eventual consequences of the Compel. The rest of the consequence is supposed to be because all the players at the table are entertained at the result.
Ask yourself yourself, why the hell do you care if this fictional character Hazou succeeds in his quest? What does it matter what happens in fictional ninjaland? You're not going to get any bitcoins in real life for leading the Elemental Countries to your post-scarcity chakra utopia. Your care only because you're emotionally invested in the character and maybe for the sheer challenge of it. Living through bad stuff with the character makes you more invested in him. Unexpected set-backs make the challenge greater and give more pleasure in overcoming it.
Oh, and it doesn't have to be "personality flaws". Aspects can represent stuff not under the characters control as well. You could have an aspect like, "A very punchable face" meaning that character often tend to react with greater hostility than they should on meeting a the PC for the first time just because they don't like the look on his face. Peter Parker would have an aspect, "That Parker Luck", to represent him constantly getting screwed over by coincidences and misfortunes he could not have controlled.
FWIW I'm concerned too. Just not much to be done about it.All of that is true, yet it doesn't address my concern. The thing that's worrying me is that IC/story-based effective strategies have become, even if only very slightly, misaligned with OOC/mechanics-based effective strategies.
OOC, it is now an effective strategy (albeit a foolish one) to deliberately gain harmful aspects so that you can get more FP. In character, that wouldn't be true. The disconnect bugs me.
Since it looks like other players aren't concerned, though, I'll let the matter drop.
Ask yourself yourself, why the hell do you care if this fictional character Hazou succeeds in his quest? What does it matter what happens in fictional ninjaland? You're not going to get any bitcoins in real life for leading the Elemental Countries to your post-scarcity chakra utopia. You care only because you're emotionally invested in the character and maybe for the sheer challenge of it.
Well not the only way... We could remove or decrease the importance of FPThe only way out of this conflict of incentives I'm seeing....
Unfortunately, at this point the system is to a large extent balanced around FP, or rather it is balanced around the Aspect system which runs off FP. It would take a truly excellent idea for us to consider replacing it.Well not the only way... We could remove or decrease the importance of FP
This problem is just an expression of the bigger issue caused by FP which is that they intentionally and significantly mix the narrative into the simulation by providing huge simulation bonuses for narrative reasons. I definitely agree that this makes the game more fun on a tabletop RPG (since it forces players to actually roleplay) but for a quest where the format means the QMs are already interpreting everything through Hazou's characterisation (and where we've explicitly relinquished the control to make Hazou perform radically out of character decisions) this seems like a non-issue.
It's definitely worse in this scenario, where the narrative-supporting behaviour that's being in-universe rewarded is directly opposite the IC good decision. But even when they're perpendicular or overlapping it's still (to me) on some level wrong.
E: Semi-ninja'd by @Winged_One! I agree with all he said, especially the bit about reducing FP's role
If I was still active, I'd be raising concerns about this too. For me it's mostly about how my enjoyment of this quest is down a lot to how legitimate it feels. When one introduces perverse incentives or OOC forces, you risk questioning how genuine outcomes are. This is especially so for things like Consequences, which should by their nature not be a choice. I'll have to see how things go to come to a reliable conclusion, but my personal experience of the few times it has been implemented so far does seem to suggest this is noticeable, at least when the underlying ruleset is made visible.Since it looks like other players aren't concerned, though, I'll let the matter drop.
Consequences are no more of a choice than they ever were - characters take them when forced to (and only when forced to - this is a new rule designed to prevent FP farming), and their nature is determined by QM judgement in accordance with the in-universe flow of combat.If I was still active, I'd be raising concerns about this too. For me it's mostly about how my enjoyment of this quest is down a lot to how legitimate it feels. When one introduces perverse incentives or OOC forces, you risk questioning how genuine outcomes are. This is especially so for things like Consequences, which should by their nature not be a choice. I'll have to see how things go to come to a reliable conclusion, but my personal experience of the few times it has been implemented so far does seem to suggest this is noticeable, at least when the underlying ruleset is made visible.
Ah, I wasn't aware. Ignore that snippet then.(and only when forced to - this is a new rule designed to prevent FP farming)
All of that is true, yet it doesn't address my concern. The thing that's worrying me is that IC/story-based effective strategies have become, even if only very slightly, misaligned with OOC/mechanics-based effective strategies.
OOC, it is now an effective strategy (albeit a foolish one) to deliberately gain harmful aspects so that you can get more FP. In character, that wouldn't be true. The disconnect bugs me.
Since it looks like other players aren't concerned, though, I'll let the matter drop.
Thanks, this is really helpful.Just off the top of my head:
Accepting the issue as unsolvable isn't going to get it solved.
- Drop the idea of compels, since it's not that important from the mechanical side of the game(which is what rule change is supposed to be about) and esteemed QMs can do narrative consequences just fine themselves
- Give fate points for sucessfully overcoming the consequence of compels, not for just being compelled.
- Estabilish some way to gain FP other than compels in such a way that it's more efficient to use it than to farm compels (because compels by necessity have a negative consequence)
- Make FP be a very minor mechanical advantage, so that accepting compels is worse than having extra FP
- Drop the idea of FP
- Decrease cost of compels for the enemy/give enemy FP for compelling such that having a compellable aspect is a major disadvantage in a confrontation
- Make FP unusable for things we care a lot about-e.g. Sealing. Meh idea in my opinion.
- Something else I haven't thought of
Completely agree. In fact, I think that the best way to increase the challenge of bringing the world into the state of happiness and utopia is to provoke the next world war and maybe glass a couple countries. Think Uplift is hard now? Try doing it when half of the world is dead, and rest of it hates you. Man, the challenge would be so much better then.
Seriously though, argument "But this strategy that makes you less likely to do the thing you currently want (win) will make doing the thing you currently want (win) so much more amusing" doesn't really work unless the hivemind is deliberately challenging itself.
I Personally, I think "Don't do Compels" is probably the simplest solution, and we hand out FP alongside XP for how well you handle the update. (As stated in the rules doc, these awards might be at the beginning, middle, or end of the update depending on what makes sense.)
On the other hand, pointing that out did cause you to accept the compel to come up with solutions...Accepting the issue as unsolvable isn't going to get it solved.
"I have proven flight is impossible!" says man as he points at aircraft in flight.
Uncounted successful games of FATE say it works great. I mean, seriously, sometimes it's like there is no one else in this thread who has actually played a lot of tabletop rpgs.
Compels are great! They encourage player buy in on things happening that are unpleasant but make sense or are in character.
On the other hand, pointing that out did cause you to accept the compel to come up with solutions...
But then you won't get fate points!You do realise saying this might make me less likely to do that in the future out of sheer contrarianism?
We gain FP by failing at things and thereby gaining Consequences.
Just saying, it isn't just flaws that can be compelled.Here's the issue, I think.
My problem was with "making mistakes that are in character is rewarded now, so putting in effort to achieve character growth (and thus diminish/eliminate oppurtunities for such mistakes) is punished by virtue of not recieving the FP we would have gotten by not doing so and just accepting that the PCs have flaws that we will never try to improve".
And if improving upon our characters' flaws means they will make fewer in character mistakes, then surely we could extrapolate that to mean that trying to worsen their flaws, and therefore maximise in character mistakes, increases the FP they receive.
I don't think I talked about consequences at all.
Sure. But it's not that hard to get a not-flaw to replace a flaw that is as easily compelled. Like, I dunno, [Kagome's Successor]
Ask yourself, is Kagomeing ourselves a way to accomplish your goals?
I mean...he's done pretty well all things considered.Ask yourself, is Kagomeing ourselves a way to accomplish your goals?
The old XP rewards acted in exactly opposite ways to FP, in my understanding. When Hazō stuck his foot in his mouth, we lost XP, and when he broke out of that box we got a lot (Ch. 102?). If FP were about how a character wants to be, rather than just reinforcing who they are, this would be less of an issue.Furthermore, it sounds like you're asserting that this perverse incentive is new and there has never been such a thing before. I disagree; XP has the exact same perverse incentive. You earn XP by being bold and active, which is much more dangerous than sitting around reading books and sparring. This is a perverse incentive to do things that are bold and active but riskier, yet I don't recall any serious objections to the idea of XP in the past.