Wow, this got long. Hopefully it will put this issue to bed.
I agree! For tabletop games, compels are brilliant. I'm not sure they work for a quest, though. For one thing, the players don't have the opportunity to buy it off unless we break the episode when the compel happens and that usually won't be practical.
Okay, I'm getting really frustrated here. I have explained this in great detail but the message isn't getting through. Let me try again and I'll be really thorough this time.
There is no effective way to farm FP aside from being active and winning.
Attempting to farm FP in any other way DOES NOT WORK and attempting to do so WILL HURT YOU.
@MadScientist, you have been saying "you get FP for making in-character mistakes". As far as I know, the only place that that has ever been said by a QM is when I wrote it in
Meanwhile on the Seventh Path, which was a
parody episode. Here is a complete list of how to earn FP as per the rules document, which is the thing that actually matters:
- Win a conflict. Doesn't matter if it's social, physical, or mental. You will get 1 FP for winning.
- Take Consequences during a conflict. You will receive 1 FP for each Consequence you take.
- QM 'just-because' award. These are not guaranteed. Examples:
- A plan that's really fun to write for, a trick that's really clever, etc.
- Surviving to the end of the episode.
In a
prior post I explained at great length why taking Consequences solely to gain FP is a losing strategy. Note the important point that there is a rule in the most recent QM version of the rules which has not been sent over to the player doc yet. That rule is, "You cannot take a Consequence except to prevent stress from exceeding your stress track." This prevents saying "Oh, I'm going to win this fight easily, so I'll let him hit me once for a stress or two but, instead of applying it to my stress track, I will take a Mild consequence and that way I get an extra FP when I win!" This was the only viable loophole that allowed farming FP with few consequences (no pun intended), and it has been closed.
Finally, Compels. Just to make sure we're all on the same page, let's start with a definition: The way a Compel works in the DFRPG is that the GM says to the player "You have N possible actions at this point that would be in character for you. (i.e., would line up with your Aspects) I am Compelling you to do <this particular action from that set>; if you do it I'll give you an FP." The player then either says okay and takes the FP or they pay an FP to the GM in order to refuse the Compel and do whatever they want.
The word 'Compel' is not in the rules doc for MfD and therefore is not an official part of the rules at this point.
@Velorien used one in an earlier update which presumably is what is causing this whole discussion, but, again, it is not an official part of the rules at this point.
There is some debate over whether and how we are going to use Compels. There's a reasonably good chance that we will not, and will simply occasionally award FP mid-update if we think it's appropriate. Regardless, even if we do use them, Compels are NOT based on "you made a mistake so you get an FP." You may have gotten this idea from the description in 'Meanwhile, On the Seventh Path' in conjunction with this line from the rules: "A plan that has [Hazō] take an action that is exceptionally in character (meaning that it tracks closely with one of Hazō's Aspects) when it's not to his advantage." This is NOT the same as "when he makes a mistake", it simply means that the plan chooses being in character over being perfectly optimal.
A possible example: Hazō is not comfortable with emotionally-charged social situations, but he has a strong sense of duty and loyalty and might well have an Aspect like "Always Tries to Do the Right Thing, Sometimes Succeeds". Making a plan in which you choose to go to tea with Mrs. Minami is the sort of thing that I would have considered awarding FP for since (a) it's active and (b) it carries some risk and (c) it's probably not the perfectly optimal action to spend that time on but (d) it's in character because it tracks closely to that Aspect. These awards are up to the individual QM writing the update;
@Velorien might award something that I wouldn't, etc.
[1] [NOTE: Now that I have provided this as an example I will not be awarding FP for it if you choose to do it.]
To sum up the above:
Compels probably are not a thing, and therefore are not a way to farm FP.
Consequences are a net loss of FP and therefore not a viable way to farm them.
Getting 'just because' awards from the QM is not a reliable way to farm FP any more than being funny and writing omake is a reliable way to farm OOC XP.
Winning conflicts IS a valid way to farm both XP and FP. It always has been.
Finally, since I've already got a massive wall of text here, let me paste in one more bit. This is taken from the QM version of the rules doc and not yet copied over to players. I wrote it and it hasn't been officially signed off on but I believe that neither
@OliWhail nor
@Velorien has objected. Guys, if you disagree with this assessment then I take the blame and will walk it back.
Fate Points: How Are These Simulationist?
MfD prides itself on being a simulationist quest. We even have a Golden Rule to specify that if the rules don't match the simulation then it's the rules that change. For the most part our rules are pretty clearly simulationist, but Fate Points seem to be an exception. They aren't a quantification of an in-universe thing like chakra (CP) or experience (XP), so what are they simulating?
Answer: The ability to usefully exploit one's environment.
Characters should be able to gain advantage by identifying and exploiting important elements of their surroundings and/or opponents. For example, it should be easier to win a chess game if you can identify your opponent's psychological weaknesses in order to anger him into making bad moves. That's not your chess skill at work, that's a bonus to your chess skill based on an environmental factor.
Okay, how many such factors should exist? How many should you be able to use at once? How much advantage should each one supply? How do the players identify them in advance so that they can use them in the plan?
Either the QMs adjudicate each of these items individually (thereby draining their spoon drawers and will to live) or there is a mechanic for it. That mechanic is Fate Points. They specify how much a given advantage is worth and provide a gating mechanism for how many such advantages you can use in a particular time frame. In the same way that XP don't perfectly model the real world, Fate Points do not perfectly model the real world. For XP it's things like "Why can't I level up just by practicing?" and "Why did killing that orc suddenly let me get better at picking locks?" For Fate Points it's things like "Why can't I gain advantage from every available Aspect instead of only the ones I have Fate Points to pay for?" and "Why do I get the same amount of advantage regardless of what I'm exploiting?" Neither XP nor FP is perfect, but the system is better for having them.
In summary: Fate Points are a mechanism for simulating environmental advantage -- how many advantages, how often, how helpful. They enhance the simulation by providing the players opportunities to analyze, identify, and exploit the details of the world around them.
@MadScientist, I really hope that this has finally settled the issue for you. Do you still feel that there is an incentive to do stupid things and/or not advance your socials in order to gain FP?
[1] This is mostly because we usually don't have time to coordinate on the details of an update.