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The Dresden Files => DFRPG => Topic started by: GamingInSeattle on July 03, 2014, 07:12:53 AM

Title: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: GamingInSeattle on July 03, 2014, 07:12:53 AM
Evening folks.  Running my first game of DFRPG here and we had our first combat.  A player was attacked by a biker wielding a chain.  The biker rolled a 2, +2 for Weapon skill for a total of 4 to attack vs my friends Athletics dodge of -2.  This is an attack of 6 now and the chain is a Weapon:2 so that bring the total physical stress to 8.

Now, I explained that he only had 2 physical stress boxes and that he would have to take either a mild and moderate consequence or a severe consequence to bring his physical stress down to 2 (8 incoming stress - 6 for mild+moderate or severe consequence).  He asked what happened if he just didn't take the consequence and I said he'd be taken out.  So he went along with it.  Now, he was in a group of people so he figured he would survive the encounter but asked if the attack did any lasting damage or if he would wake up 100% ok.

The rules seem to support him waking up more or less ok. So even after taking a 8 stress attack and being taken out, when revived after the scene he would be back up with no stress and no consequences correct?  This seems odd but he did get taken out and in other more dangerous situations this could be deadly, but if you have faith in your group vs some minions, this seems like a no brainer.

I thought about at least adding a temporary aspect on him to account for having his head hit/bruised/wrung pretty hard.

Thoughts?

~ GIS
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Jreafman on July 03, 2014, 07:55:41 AM
It all depends. Going through the rules, if you were playing the biker (I'm assuming he was an NPC) you would be the one determining the manner in which he lost (YS203 Dictating Outcomes). How badly did the biker beat him? 8 stress on a 2 stress bar means he was kinda messed up. As you pointed out It would take a mild and a moderate JUST to get him back to having a full stress bar. It would take a severe and a mild to put him back to being just fine.

So the answer comes down to story. Yeah, he'll be fine when he wakes up, missing a couple of teeth, and his head feels a little loose if he turns it too fast, but he's fine. Oh, and it's two days later and he's in a hospital room.

Applying a temporary aspect for him would be the same as him taking a consequence, but without the payoff of having taken it so he could then cashout for fate points.

Personally, as you read through the rules, it talks about stress being the glancing blows that slide off you, things you can take without being really hurt. They only hurt when they add up. (From YS201: "The best way to look at stress is that it's the closest of close calls. That left hook might not take your character out of the fight, but his knees wobble a bit." It goes on to give a couple more examples. The point is, 8 stress on a 2 stress track isn't a glancing blow. It didn't make his knees wobble. It borked him up but good. Consequences would have been more appropriate. A temporary aspect would be appropriate, even if he's getting robbed of cashing out like I mentioned.

Then there's the question of... what did the biker do? Did he kick him once he was down? Did he get a few more good lashes in with the chain? It's all about flavor and story telling. One big question I have is... is there anything going on in the near future that the rest of the people in your group could REALLY use his help on? Something that would be a bit more difficult and tricky and dramatic if he was still unconscious when it happened (but that is also happening soon enough that it's reasonable that he was out for the entire duration)?
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Taran on July 03, 2014, 11:27:30 AM
Waking up in the hospital a few days later would have been a good idea, although not so much fun for the player.

The biker dictates the take-out so, as far as I'm concerned, he could dictate an aspect change to represent a lasting effect on the character. Maybe something social, even so that the next time he meets a biker he's not too cockey.

Remember that the biker could have Killed the PC, so the sky's the limit for what you're allowed to do as long as the table is ok with it.  By being taken out, the player chooses to give up any say he or she has in the matter. 
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 04:03:03 PM
Another thing to consider is that even in physical combat, the amount of stress does not necessarily directly relate to physical damage done, and Taken Out just means you cannot participate in that type of conflict for the duration of the scene. Him being taken out might mean the biker bashed his head in, or it might mean that he took a glancing blow, but in trying to get away from it he stumbles and ends up tangled in something from which he can't free himself until after the fight's over.

That said, getting knocked out and waking up fine an hour later is a long-standing adventure and pulp trope, so I see no problem with it showing up occasionally in DFRPG.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: wyvern on July 03, 2014, 05:54:54 PM
An important note: If the player is choosing to lose, it's not a take-out, it's a concession.

In this case, the player is saying "I don't think this fight is important enough to be worth spending consequences on; can I avoid that by just losing now?"  And negotiations continue from there.  Admittedly, the player is negotiating from a fairly bad starting point... but it's still a negotiation, because if you started with "Okay, so you wake up in a hospital two days later missing your left eye," the player could still go "Woah, no deal, I'll take those consequences after all."

And in this case, killing the PC should be entirely off the table - even if the biker was going for a kill, the terms of the concession would have to include something like "But the cops show up before he can finish you off; you're battered, bruised, and have acquired a level of police attention that's going to cause problems for you if you have to do anything at all suspicious in the next few weeks, but hey, you're not dead - and from your character's point of view, that's a good deal."

In this case, I'd probably insist that the terms of the concession include a minor physical consequence, and some significant loss that will impact more than just this game session; it doesn't need to be phrased as a moderate consequence, but a temporary aspect like "Important Witness In A Police Case" could be highly inconvenient, for just one example.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 06:00:28 PM
An important note: If the player is choosing to lose, it's not a take-out, it's a concession.
Not if it's after the attacking roll that would take him out. The situation described is not a Concession.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: wyvern on July 03, 2014, 06:04:01 PM
Not if it's after the attacking roll that would take him out. The situation described is not a Concession.
The situation described is a concession, because the attacking roll was not enough to take him out.  Now, if he'd had his extreme, severe, and moderate consequence slots already used up, then that attack would be a take-out, and PC death (or whatever other horrible fate the GM can come up with) would be a plausible option.

Edit: A take-out only occurs when the target being attacked no longer has a choice.  When you literally cannot absorb the incoming stress, period, even if you spent all your remaining consequences, then it's a take-out.  Until then, it's a concession, and subject to negotiation.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 06:12:18 PM
The situation described is exactly a concession, because the attacking roll was not enough to take him out.  Now, if he'd had his extreme, severe, and moderate consequence slots already used up, then that attack would be a take-out, and PC death would be a plausible option.
"Enough to take him out" just means that it goes beyond the character's stress track. Whether or not you take a consequence is not a concession, it's the player deciding whether or not he wants to avoid being taken out.

Consequences are not mandatory to be taken. The game book explicitly says you can take a consequence to avoid being taken out, otherwise you are taken out.

You can only do a concession before the dice roll that would have taken you out. The way you're saying it, Taken Out would almost never happen.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: wyvern on July 03, 2014, 06:21:01 PM
"Enough to take him out" just means that it goes beyond the character's stress track. Whether or not you take a consequence is not a concession, it's the player deciding whether or not he wants to avoid being taken out.

Consequences are not mandatory to be taken. The game book explicitly says you can take a consequence to avoid being taken out, otherwise you are taken out.

You can only do a concession before the dice roll that would have taken you out. The way you're saying it, Taken Out would almost never happen.
And a take-out result almost never happens to a player character.  NPCs, with much more limited consequences available, are much more likely to be taken out.

The point is that, when the player is choosing to lose, there is always room for negotiation - you can't use that to take narrative control completely away from the player, because they do still have the option to say no.  If someone said "Nah, this conflict isn't worth spending consequences on," and the GM responded by laughing maniacally and telling them to roll a new character because now they're dead... No, that's not how the game works.

Take-outs are complete loss of narrative control.
Concessions are negotiation of bad things happening to your character in order to avoid further game-mechanical conflict.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 06:38:29 PM
Quote
YS203:
If the damage exceeds the character’s stress track,
or occupied boxes “push” the stress off the right
side of the stress track, the character is taken
out, meaning the character has decisively lost
the conflict.

That is the definition of Taken Out. It does not say anything about consequences. It does not say that you are only Taken Out if you have exhausted all your consequences and can't take any more. Consequences are always an option to avoid being Taken Out:

Quote
Given that a character has a maximum of
4 stress boxes, it’s pretty obvious that taking
someone out isn’t all that difficult. There are a
couple of ways to mitigate this pain, though:
consequences and concessions.

If you're ending the fight because you got hit too hard by an enemy's attack roll, that's a Taken Out.

Besides, the situation just does not fit with the book's guidelines and criteria for Concession, specifically:

Quote
YS206
Here are some guidelines for determining
what constitutes a “clear and decisive disadvantage.”
These may also be used to represent defeat
conditions if the character is taken out:
* The character has at least one moderate
or worse consequence as a result of the
conflict.
...
Finally, a character cannot be saved from a
roll that takes him out by offering a concession.
You have to offer the concession before the roll
that takes out your character. Otherwise, it’s
cheating the opponent out of victory.
A concession is pointedly not any time you finish a fight without taking every single lick of punishment you can endure. It has specific criteria and guidelines that should be met before it's an option.

Quote
If someone said "Nah, this conflict isn't worth spending consequences on," and the GM responded by laughing maniacally and telling them to roll a new character because now they're dead... No, that's not how the game works.

Take-outs are complete loss of narrative control.
Concessions are negotiation of bad things happening to your character in order to avoid further game-mechanical conflict.
The first is already covered, by the gamebook directly saying that GMs should make it clear beforehand that death is even an option in a given conflict.

Take-outs are not a complete loss of narrative control because the game outright says that if you're Taken Out you get to decide the details.

Quote
YS203
While the player of the attacker that takes
out an opponent gets to decide the manner
in which his victim loses, this does not mean
that the attacker has the authority to dictate
specifics that are completely out of character
for the loser. The loser still controls his own
character in an essential way and is allowed
to modify whatever the winner states to
make sure that whatever happens stays true
to form.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: wyvern on July 03, 2014, 06:52:08 PM
I don't have the book with me, so you'll have to pardon me for not quoting rules at you.  However, I strongly disagree with your interpretation; even the quotes you've chosen don't entirely support your case.

That said, it's equally clear that you're not listening to what I'm actually saying.  So here, I'll concede this conflict: you can call the situation a "take-out" instead of a "concession", and I won't care.  Because that's not actually important.  What is important is:
1: that the player in this example should have some say in what happens as a result of this "take-out".  If the player's okay with waking up two days later in a hospital, sure, go for it.  If he's not, re-negotiate, or - if no negotiated resolution can be agreed on - let him take the consequences instead.
2: that the "take-out" result should not be significantly worse than a severe consequence (or a medium plus a minor), because that's what's on the table as the cost to stay in the fight.
3: that the "take-out" result should not be significantly less severe than the above consequence(s), because that would be, as the quote you used put it, "cheating the opponent out of victory".

So, hm.  Negotiated terms, that have to be reasonable to the circumstances, not too much, but not too little... gee, sounds like the definition for something, but I can't quite think what... Must be the definition of a "take-out", I guess?
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 07:00:10 PM
That said, it's equally clear that you're not listening to what I'm actually saying.  So here, I'll concede this conflict: you can call the situation a "take-out" instead of a "concession", and I won't care.  Because that's not actually important.  What is important is:
1: that the player in this example should have some say in what happens as a result of this "take-out".  If the player's okay with waking up two days later in a hospital, sure, go for it.  If he's not, re-negotiate, or - if no negotiated resolution can be agreed on - let him take the consequences instead.
Here's where the difference is important: Take-Out isn't a negotiation. The only negotiation involved is whether or not he wants to take a consequence to avoid it; certainly, the GM should indicate the stakes involved, which will inform his decision. But once he's decided not to take the consequences, then the GM decides what happens. If the GM is nice, sure, he can take suggestions and consider how badly the character should be hurt, but it's not a negotiation because in not taking the consequence and allowing himself to be taken out, the player has given up control over his fate.

Quote
2: that the "take-out" result should not be significantly worse than a severe consequence (or a medium plus a minor), because that's what's on the table as the cost to stay in the fight.
Generally speaking, I don't think the average non-lethal Take Out should carry a consequence at all, considering the player, by getting Taken Out, is implicitly saying that he doesn't think the conflict is worth using his consequences on.

Quote
3: that the "take-out" result should not be significantly less severe than the above consequence(s), because that would be, as the quote you used put it, "cheating the opponent out of victory".
Different definitions of severity -- the "cheating the opponent out of victory" isn't about consequences caused, it's about the opponent getting the narrative rights he earned by winning the fight.

And the severity isn't only measured in consequences. It could mean they're sidelined for a couple scenes and bad things happen while they're at. It could be they're completely fine, but the artifact they were after is taken. It could mean some of their equipment is wrecked (I've taken out one of my wizard PC's enchanted items -- a powerful block -- on a take out in lieu of causing consequences).

Quote
So, hm.  Negotiated terms, that have to be reasonable to the circumstances, not too much, but not too little... gee, sounds like the definition for something, but I can't quite think what... Must be the definition of a "take-out", I guess?
Nope. What you're describing is still a concession, which is not the situation presented in this thread.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Radecliffe on July 03, 2014, 07:29:37 PM
As Mr. Death has pretty thoroughly pointed out, this is a taken out situation.  The nature of the defeat is up to the winner of the fight with the only written guideline that the defeat as to be in character for the for the defeated. The only way the player could concede at this point would be to take the consequences to avoid being taken out then offer to concede.  Even then a concession has be to approved by the whole group including the opponent (the GM in this case) so it is not a sure thing even in that situation. 
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: wyvern on July 03, 2014, 07:39:42 PM
Here's where the difference is important: Take-Out isn't a negotiation.
Which is exactly why I say this situation isn't a take-out.  I mean, this whole thread is asking "Hey, how do I figure out what's a reasonable result for this situation?"  Do you have some better answer than "negotiate, talk to your table, and work out something that's fair to the situation"?  And are you really saying that, as GM, your response to a player suggesting an alternative "take-out" would be "Nope, this isn't open to negotiation, either spend your consequences or XYZ, no other options"?

And the severity isn't only measured in consequences. It could mean they're sidelined for a couple scenes and bad things happen while they're at. It could be they're completely fine, but the artifact they were after is taken. It could mean some of their equipment is wrecked (I've taken out one of my wizard PC's enchanted items -- a powerful block -- on a take out in lieu of causing consequences).
Well obviously.  I mean, that's why I used a fluffy term like severity, rather than saying it should come in the form of consequences.  Or why my initial post included an example of a plausible non-consequence result.  Sounds like we're in total agreement on this.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 07:50:30 PM
Which is exactly why I say this situation isn't a take-out.  I mean, this whole thread is asking "Hey, how do I figure out what's a reasonable result for this situation?"
And you're mistaken -- on both points. The thread is not asking how to figure out a reasonable result, it's asking, "What is a reasonable result?" He's already decided how he's going to figure it out -- by asking the lot of us.

The book is clear and consistent in saying that if you take damage past your stress track, it's a Take Out, and that consequences are an option to avoid that. It's also pretty direct and explicit on what a Concession is and means, and, "deciding not to take a consequence that would have saved you" is not it.

Quote
And are you really saying that, as GM, your response to a player suggesting an alternative "take-out" would be "Nope, this isn't open to negotiation, either spend your consequences or XYZ, no other options"?
My response would be that, because he's been Taken Out, it's my decision what the result is. I'd listen, and if it sounds better than what I had in mind, I might go with it, but given the rules, it's my decision, not a negotiation. If he had wanted to have more say, he should have taken the consequences and stayed in the fight.

Concessions are for negotiating. If you're taken out, then the outcome is by definition no longer in your hands.

In any game -- even this one -- sometimes you just lose a fight and have to deal with the results.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Belial666 on July 03, 2014, 07:54:29 PM
1) Being Taken Out means your attacker decides your ultimate fate. If McKilligan the Bunrinator, 1st Lawbreaker extraordinaire, hits you with a Weapon 10 attack +11 bolt of banefire that takes you out, chances are the only thing left out of you will be some blackened teeth and a pile of ash at best. You can still decide exactly how you will be reduced to ashes within reason - screaming all the time, going in silence or throwing your death curse at the last second - but you cannot decide not to get burned because you were taken out.  :o

2) Concession cannot happen after an enemy attack roll to save you. After you see that McKilligan the Burninator has reduced you to a pile of blackened teeth and smoking ashes it is too late to decide you should have taken some consequences and ran like hell, instead.  ::)

3) Even if you concede a battle, that does not mean you can get out Scot free. You may run like hell once you realize McKilligan the Burninator can reduce you to a pile of smoking ashes and blackened teeth at a flick of the wrist but that doesn't stop him from following you and immediately starting another conflict by hurling a bit of Banefire at your face if he really wants to kill you. After all, this is a new battle and your concession only covered the last one.  :-\



In short, if an enemy really wants to kill you and you aren't strong or smart enough to stop them, they'll kill you. Because hey, if it were THAT easy to avoid death, every single enemy you ever fought in the game would be impossible to kill and you'd never be able to accomplish anything. Sort of like superhero comics.  :P
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 08:06:00 PM
3) Even if you concede a battle, that does not mean you can get out Scot free. You may run like hell once you realize McKilligan the Burninator can reduce you to a pile of smoking ashes and blackened teeth at a flick of the wrist but that doesn't stop him from following you and immediately starting another conflict by hurling a bit of Banefire at your face if he really wants to kill you. After all, this is a new battle and your concession only covered the last one.  :-\
That would be an incredible dick move by the GM. The point of ending a conflict is to end the conflict, not start it up again immediately so the player gets cheated. This point goes against the rules and the spirit of the game, I feel.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: wyvern on July 03, 2014, 08:15:22 PM
And you're mistaken -- on both points. The thread is not asking how to figure out a reasonable result, it's asking, "What is a reasonable result?" He's already decided how he's going to figure it out -- by asking the lot of us.
So your advice is that he should take further questions about reasonable results to us?  If so, I disagree - reasonable results should be a matter for the table to decide.  We can offer suggestions, sure, but ultimately, GamingInSeattle is going to have to deal with his own gaming group, and come up with results that said group finds reasonable, not results that the forum finds reasonable.

My response would be that, because he's been Taken Out, it's my decision what the result is. I'd listen, and if it sounds better than what I had in mind, I might go with it, but given the rules, it's my decision, not a negotiation. If he had wanted to have more say, he should have taken the consequences and stayed in the fight.
I didn't phrase this as a "after I've decided I'll take the consequences".  Even you admitted the player should understand what the stakes are, i.e. what they're going to lose if they don't take those consequences - and then, if that's too much, they can suggest an alternative - which you can then take, or not take.  Sounds like negotiation to me.

Ultimately, whether to take consequences or fold is the player's choice.  If that is a sufficiently informed choice, then there's room for negotiation - the player can suggest alternatives, the table can revolt and say that being reduced to a pile of ash isn't reasonable, and so on and so forth.  If that's not an informed choice, (such as in Belial666's example), then the only reasonable choice for a player becomes "take the consequences, because otherwise something much worse could happen" (or, if I ran into Belial666's example, the reasonable choice becomes "leave the game").  The only case where there's no room for negotiation is when the character literally can't take the hit.  Thus, that's the only case where they completely lose control of their fate.

Concessions are for negotiating. If you're taken out, then the outcome is by definition no longer in your hands.

In any game -- even this one -- sometimes you just lose a fight and have to deal with the results.
And oddly, I agree with all three of these statements.


To Belial666: I had some witty responses written up, but Mr. Death beat me to the punch.  Please read his response and take it to heart.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Taran on July 03, 2014, 08:30:29 PM
@Wyvern:

If the fight wasn't worth it, he should have conceded immediately before he was attacked.  What's the point of having a conflict in the first place if it's not worth anything?

He chose to fight instead.  By choosing to fight, he risked getting Taken-Out.  When he got hit, he had 2 choices:

1.  Take consequences and stay in the fight.  He could have, AFTER taking the hit and consequences, chosen to concede and negotiated a reasonable concession.

2. Get Taken Out.  Which means the biker CAN DO ANYTHING!  Kill him, give him an extreme consequence, change an aspect, disfigure him.  The Biker (who is the GM) gets to choose the result.

The Player gave up ALL narrative choice when he chose to get Taken Out instead of taking consequences. 

Player Choice.  The Player CHOSE to stay in the fight.  The Player CHOSE to get Taken Out and hand over his fate the GM.

Now the GM must decide what kind of fun complication is going to result.  It should be in line with the thoughts of the NPC.

Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 08:32:31 PM
So your advice is that he should take further questions about reasonable results to us?  If so, I disagree - reasonable results should be a matter for the table to decide.  We can offer suggestions, sure, but ultimately, GamingInSeattle is going to have to deal with his own gaming group, and come up with results that said group finds reasonable, not results that the forum finds reasonable.
People come to this forum all the time to ask about reasonable results for all kinds of things. It's kind of what the forum is for.

And he's asking for something that, per the book, is not a negotiation among the table -- it's the GM's decision entirely.

Quote
I didn't phrase this as a "after I've decided I'll take the consequences".  Even you admitted the player should understand what the stakes are, i.e. what they're going to lose if they don't take those consequences - and then, if that's too much, they can suggest an alternative - which you can then take, or not take.  Sounds like negotiation to me.
It's allowing an informed decision, which is not nearly the same thing as a negotiation. It's not a negotiation because it is, ultimately, the GM's decision and his alone. Short of shouting down the player and gagging him, the GM can't stop the player from making suggestions, but the GM has no obligation to do anything besides say, "Well, if you're taken out, here's what happens."

Quote
Ultimately, whether to take consequences or fold is the player's choice.  If that is a sufficiently informed choice, then there's room for negotiation - the player can suggest alternatives, the table can revolt and say that being reduced to a pile of ash isn't reasonable, and so on and so forth.  If that's not an informed choice, (such as in Belial666's example), then the only reasonable choice for a player becomes "take the consequences, because otherwise something much worse could happen" (or, if I ran into Belial666's example, the reasonable choice becomes "leave the game").  The only case where there's no room for negotiation is when the character literally can't take the hit. 
I think perhaps you're using the term "negotiation" too broadly. Deciding whether or not to take the consequence is just the player making a decision. The GM doesn't have to accept or decline, and he can't stop a player from taking a consequence to keep fighting, so it isn't a negotiation. He may ask for information and clarification vis a vis, "What happens if I don't?", but that's not the same as negotiating.

But once those decisions are made -- specifically, the decision not to take a consequence and be taken out -- then there isn't negotiation. There might be discussion, but not negotiation, because whoever won that last roll of the dice has the ultimate authority in the exchange.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Taran on July 03, 2014, 08:40:45 PM
I will add, though, that there should be some kind of guidelines of what the stakes are in a given conflict.  It should be clearly stated before it starts so that everyone understands what to expect from a Take-Out.  Then, concessions are easier to do and negotiate.

IMO, the player was trying to get off easy without taking consequences.  I feel he was trying to 'cheat' the system.  If the GM had said, "oh, by the way, these bikers want to kill you" or "they're going to try to disfigure you to teach you a lesson."  Then everyone knows the stakes.  \

Would the player have let himself be taken out if he knew the result of a Take Out was losing an eye and having a permanent aspect change?  Probably not.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Belial666 on July 03, 2014, 08:41:11 PM
That would be an incredible dick move by the GM. The point of ending a conflict is to end the conflict, not start it up again immediately so the player gets cheated. This point goes against the rules and the spirit of the game, I feel.
1) Sure is. But bad guys are known for dick moves. Case in point, Corpsetaker. Harry survives their mental conflict and tries to run away. She immediately goes after him. Ditto for many other bad guys. If they got a goal and your character is still preventing them from finishing that goal after the conflict, they aren't going to leave you alone simply because you won a single battle.

2) Harry is also known for it. In many cases, he gets beaten in a fight but he keeps at it until his opponents eventually are defeated.

3) Dick move or no, it doesn't go against the rules. Technically, what the bad guy is doing is refusing the concession - because concessions can be refused. If the bad guy's goals include killing your character why would they let you live? Yes, the GM must warn that death is on the table. Yes, the GM must warn if the potential fight is one the PCs cannot win. But once those warnings are given and if the PCs enter that fight regardless of those warnings, they cannot bitch if their characters die. After all, they could have avoided starting a fight in the first place.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 08:50:31 PM
1) Sure is. But bad guys are known for dick moves.
Character =/= GM.

Quote
2) Harry is also known for it. In many cases, he gets beaten in a fight but he keeps at it until his opponents eventually are defeated.
Mechanically, he hasn't lost the conflict, even if he appears to have been beaten in a fight. Narrative =/= mechanics.

Harry gets beaten then comes back to fight in an entirely different scene later on, but that is totally different from what you said.

Quote
3) Dick move or no, it doesn't go against the rules.Technically, what the bad guy is doing is refusing the concession - because concessions can be refused.

Except he's not, because you said
Quote
After all, this is a new battle and your concession only covered the last one.

And the Characters aren't the ones who accept or refuse the concession. That is a decision for the GM and the players.

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If the bad guy's goals include killing your character why would they let you live?
Again: GM =/= Character.

A concession is a mechanic used among the GM and the players. The Characters don't get a say. It's a decision made on the mechanical level, not the narrative level. It doesn't matter how much the villain wants to kill the PCs, because the GM and the players have worked out a concession that says the fight is over and they survived.

The villain might show up later, but the fight scene now is over and everyone goes home to lick their wounds.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: GamingInSeattle on July 03, 2014, 09:00:01 PM
First, thank you all for your input!

This is the understanding I've come to. (Please remember this was our first combat and we got some things wrong)

Evan (the PC character) chose to take no consequences for the 8 points of stress coming in and was then taken out by Twitchy (the NPC biker/minion swinging a chain).  We didn't know quite how to handle it last night but this is how I would play it out now (and I've emailed the player to get his input, we won't retcon, this is for future combat).

As such Twitchy gets to decide how Evan was taken out.  Twitchy as the attacker here has the stronger negotiating stance in a taken out setting.  Twitchy would declare that Evan was 'bashed in the head real good' and I would propose to Evan's player that Evan wakes up in the hospital the next day with a concussion and a new scar on his head.  Evan would also have a temporary mild consequence of 'Ow my head' for 24 hours after getting out of the hospital.  I'd be open to negotiation but this is a good starting point I believe for an 8 point stress attack.

Now, I've since explained to my player that had Evan taken some consequences, then this could have happened.

Twitchy delivers the 8 point stress attack.  Evan takes a mild and moderate stress (bruised wrist & chain to the head) which reduces the stress attack by 6 so adds a check mark in his 2nd stress box (he only has 2 stress boxes).  On his next turn before Twitchy attacks again, Evan could concede, gain 2 Fate Points for the two consequences he took (Cashing Out) and negotiate (In the stronger position now) that he collapses against a dumpster but wakes up when the police/emts show up. 

To compare:

1) Getting taken out by Twichy, his character is out of play for the full day, wakes up in a hospital with a 24 hour mild consequence and a new scar.
vs
2) Taking a mild and moderate consequence, he concedes on his turn, gains 2 fate points and wakes up when the cops/EMTS show up.  Assuming the ETMS can treat his mild consequence (bruised wrist), I'd let the recover process start then and it would be gone by the end of the next scene (Likely a meeting with a local NPC).  If he stopped by the emergency room/walk in clinic later that day he could start his recovery on his moderate consequence (Bruised Ribs) and by the end of next session that would be taken care of.

These two ways the conflict could play out seems to show why taking consequences is important.  Also thank you for reminding me that it is not always time that is the cost of being taken out.  Had the player had an item he valued or a clue he was working on, I might have proposed the item broke or that he could no longer remember the clue, thus closing off (temporarily) an avenue of investigation.

I look forward to posting more about DFRPG as the game progresses!

~ GIS
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Mr. Death on July 03, 2014, 09:02:51 PM
First, thank you all for your input!

This is the understanding I've come to.

Evan (the PC character) chose to take no consequences for the 8 points of stress coming in and was then taken out by Twitchy (the NPC biker/minion swinging a chain).

As such Twitchy gets to decide how Evan was taken out.  Twitchy as the attacker here has the stronger negotiating stance in a taken out setting.  Twitchy would declare that Evan was 'bashed in the head real good' and I would propose to Evan's player that Evan wakes up in the hospital the next day with a concussion and a new scar on his head.  Evan would also have a temporary mild consequence of 'Ow my head' for 24 hours after getting out of the hospital.  I'd be open to negotiation but this is a good starting point I believe for an 8 point stress attack.

Now, I've since explained to my player that had Evan taken some consequences, then this could have happened.

Twitchy delivers the 8 point stress attack.  Evan takes a mild and moderate stress (bruised wrist & chain to the head) which reduces the stress attack by 6 so adds a check mark in his 2nd stress box (he only has 2 stress boxes).  On his next turn before Twitchy attacks again, Evan could concede, gain 2 Fate Points for the two consequences he took (Cashing Out) and negotiate (In the stronger position now) that he collapses against a dumpster but wakes up when the police/emts show up. 

To compare:

1) Getting taken out by Twichy, his character is out of play for the full day, wakes up in a hospital with a 24 hour mild consequence and a new scar.
vs
2) Taking a mild and moderate consequence, he concedes on his turn, gains 2 fate points and wakes up when the cops/EMTS show up.  Assuming the ETMS can treat his mild consequence (bruised wrist), I'd let the recover process start then and it would be gone by the end of the next scene (Likely a meeting with a local NPC).  If he stopped by the emergency room/walk in clinic later that day he could start his recovery on his mild consequence (Bruised Ribs) and by the end of next session that would be taken care of.

These two ways the conflict could play out seems to show why taking consequences is important.  Also thank you for reminding me that it is not always time that is the cost of being taken out.  Had the player had an item he valued or a clue he was working on, I might have proposed the item broke or that he could no longer remember the clue, thus closing off (temporarily) an avenue of investigation.

I look forward to posting more about DFRPG as the game progresses!

~ GIS
Yeah, seems you've got it pretty well in mind, now.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: wyvern on July 03, 2014, 09:05:46 PM
Yeah, seems you've got it pretty well in mind, now.
Seconded; that all sounds about right to me.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: gojj on July 03, 2014, 11:01:50 PM
I would just like to add something. Even though being knocked unconscious for a couple of days seems like a perfectly reasonable result of being taken out, I feel very strongly that the player should not miss any game time as a result of being taken out. In other words, the story should pick up 2 days later when the player character wakes up, or at least there should not be a full scene where the player is unable to do anything. This may have been taken for granted, or someone may have already mentioned this, but I think it's important.

Also, I think it is important to stress to players (especially new ones) that loosing a combat (by concession or being taken-out) in a FATE game is not a bad thing, it just changes the direction of the story. I think we are all so trained from other games (board, video, card, etc.) that loosing is bad, that we sometimes forget that this is a game based around story, not around rolling a bigger number than the opponent. Speaking from personal experience, I used to hate taking consequences and would never concede, because I had it ingrained in my mind that loosing was an undesirable outcome. But heck, look at Luke at the end of Empire; the guy lost his hand, his lightsaber, found out his father was one of the the most evil people in the galaxy, and his best friend was frozen in carbonite, but the story goes on. So if you have a player who is squeamish about concession and consequences, I would point them to movies and/or books. Heroes loose conflicts all the time, bit its all part of a larger story.

It got a bit long-winded towards the end there but hopefully this was helpful in some way.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Sanctaphrax on July 03, 2014, 11:11:05 PM
Regarding the concession debate earlier: this isn't a concession, it's a take-out.

IMO, the player was trying to get off easy without taking consequences.  I feel he was trying to 'cheat' the system.

I wouldn't call that cheating. I'd call it the game working as intended. Sometimes being taken out is better than taking consequences.

The villain might show up later, but the fight scene now is over and everyone goes home to lick their wounds.

Well, that depends on the concession terms. It's true that the characters get no say, but I could imagine the players negotiating a concession that really just delays the fight by a few minutes. Might make a good way to clear some stress tracks, especially if someone is running low on spells.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Taran on July 04, 2014, 02:38:58 AM
I wouldn't call that cheating. I'd call it the game working as intended. Sometimes being taken out is better than taking consequences.

Cheating was a strong word.  Gaming it might be better.  Trying to lose without losing, maybe.


@Gaming:
Your resolution seems good.

For the scar, you could tweak an existing aspect.  If he was Wizard of the White Council, he could now be Scarred WIzard of the White Council.  You can compel it for social stuff, probably and, with an appropriate resource roll or Scholarship (plastic surgery) he could change it back at a milestone.

If he doesn't like the take-out result, remind him that, by the book, even a concession should be a significant draw-back.  I think it recommends something in the realm of a moderate consequence.  So, you could emphasize that you're being generous by having him only take the mild consequence and a tweaked aspect.  The Take Out could have been much worse.

Once again, having the expectations of a fight spelled out helps with concessions.  Obviously, a Moderate Consequence for a concession wouldn't make sense in some situations.  It all depends on the goals of the opponents.
Title: Re: New GM, question on being Taken Out by a big attack and avoiding consequences.
Post by: Jreafman on July 04, 2014, 06:30:22 AM
First, thank you all for your input!

This is the understanding I've come to. (Please remember this was our first combat and we got some things wrong)

Evan (the PC character) chose to take no consequences for the 8 points of stress coming in and was then taken out by Twitchy (the NPC biker/minion swinging a chain).  We didn't know quite how to handle it last night but this is how I would play it out now (and I've emailed the player to get his input, we won't retcon, this is for future combat).

As such Twitchy gets to decide how Evan was taken out.  Twitchy as the attacker here has the stronger negotiating stance in a taken out setting.  Twitchy would declare that Evan was 'bashed in the head real good' and I would propose to Evan's player that Evan wakes up in the hospital the next day with a concussion and a new scar on his head.  Evan would also have a temporary mild consequence of 'Ow my head' for 24 hours after getting out of the hospital.  I'd be open to negotiation but this is a good starting point I believe for an 8 point stress attack.

Now, I've since explained to my player that had Evan taken some consequences, then this could have happened.

Twitchy delivers the 8 point stress attack.  Evan takes a mild and moderate stress (bruised wrist & chain to the head) which reduces the stress attack by 6 so adds a check mark in his 2nd stress box (he only has 2 stress boxes).  On his next turn before Twitchy attacks again, Evan could concede, gain 2 Fate Points for the two consequences he took (Cashing Out) and negotiate (In the stronger position now) that he collapses against a dumpster but wakes up when the police/emts show up. 

To compare:

1) Getting taken out by Twichy, his character is out of play for the full day, wakes up in a hospital with a 24 hour mild consequence and a new scar.
vs
2) Taking a mild and moderate consequence, he concedes on his turn, gains 2 fate points and wakes up when the cops/EMTS show up.  Assuming the ETMS can treat his mild consequence (bruised wrist), I'd let the recover process start then and it would be gone by the end of the next scene (Likely a meeting with a local NPC).  If he stopped by the emergency room/walk in clinic later that day he could start his recovery on his moderate consequence (Bruised Ribs) and by the end of next session that would be taken care of.

These two ways the conflict could play out seems to show why taking consequences is important.  Also thank you for reminding me that it is not always time that is the cost of being taken out.  Had the player had an item he valued or a clue he was working on, I might have proposed the item broke or that he could no longer remember the clue, thus closing off (temporarily) an avenue of investigation.

I look forward to posting more about DFRPG as the game progresses!

~ GIS

I think it's unanimous! Everyone thinks you have it well in hand now. Awesome sauce.