Zero Sum FATE
While playtesting Spirit of the Far Future we encounter many cases where a GM is not actually needed for the fraction of the game we want to test — say when testing the combat system. In these cases we find that there are gaps in the FATE system that need to be filled. Following are ideas for filling those gaps that will certainly work when playing FATE as a framework for tactical gaming and may work for GMless role-playing.
ObstaclesThere are three primary obstacles to getting rid of the GM in FATE:
SolutionsFate pointsThe solution here is to use a zero-sum fate point system. This means that whenever a fate point is spent by someone, someone else gets it, so a fixed number of fate points are in play and that number never changes. Specifically:
BJM: This means if someone is getting ganged up on he's going to get flooded with fate points. I think that's kind of cool.
Free tags and compelsIf an aspect is subject to a free tag and has not yet been tagged, anyone can choose to compel it instead for free. Mechanically this means that the person compelling need not supply a fate point if the compel is accepted but must be paid a point if it's turned down. This generates more realistic results to bad consequences like "shattered kneecap" as the opponent can at least force a missed turn.Using a compel in this way removes the aspect's "free tag" status — it is now just another aspect. Context (from Universalis largely)Before the game proper, start each player with a pool of fate points well beyond what yuo need for the rest of the game. 20 sounds good to me. Going around the table, each player can state tenets of the game at a cost of 1 fate point. Any player can offer a fate point to deny a proposed tenet. In fact as long as the proposal has more fate points on the table for it than against it, it becomes a tenet.Set aside the fate points spent to establish context (I'm thinking they may somehow be useful later). What you have left is what you have going in to the tactical game, so players are forced to trade off contextual control for individual capability within the context, My instinct is that players should be buying something fairly concrete, so keep track of who bought each tenet — stealing from Joshua Newman's Shock:, this person owns the tenet. If there is any question about how the tenet affects play during the game, the owner has final say on its effects. This reinforces the trade off between narrative authority and character autonomy. Tenet ownership is used to:
Disputes between tenet owners (arising from interpretations of a tenet that affect another tenet) should be resolved with a fate fight — each tenet owner in the conflict may draw a fate point from the context pool (see I told you I might use these later) and may bid their interpretation with their fate points. Anyone may bid on any side. All fate points in the fate fight go into the context pool. BJM: This means that a fate fight over context depletes the player sum of fate points (though not the table sum — it goes into the context pool). I think that's okay — I want context fights to be resolved without a mechanism so a penalty works for me, and there is a way to get points out of the context pool via pacing (see below) — but it should be tested. PacingPlay should go around the table in some established order (let's say clockwise). Each player should narrate as they see fit and if a conflict arises it is set up and played out as normal. That regulates pacing, but doesn't get to the numb of the GM input on pacing, which is to speed it up when it's boring and slow it down when it's fun.So, if an extended conflict (anything that's going to take a series of opposed rolls to conduct — usually combat — rather than just a single roll) starts in your narration (whether you announce a conflict or someone else objects and requires a conflict to resolve it), you get a fate point from the context pool. Created by: halfjack last modification: Wednesday 26 of September, 2007 [20:04:43 UTC] by halfjack |
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